Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

Katana67

Members
  • Content Count

    3625
  • Joined

  • Last visited

Everything posted by Katana67

  1. Katana67

    DayZ Devblog 25 Jan 2013

    Swamps? Schweet.... I always wanted a bit more variety in landscapes in Chernarus. I mean, in woodlands... there are gorges, small streams, ditches, all that jazz... it's not just an amorphous blob with trees on it.
  2. Katana67

    DayZ Devblog 25 Jan 2013

    I disagree completely, it's over-exaggerated to make it seem like running makes a massive and un-adjustable difference in the way all people shoot. It doesn't. If you want feedback that your character is tired, have him breath harder, or run slower (as it does now). There is no need for the ludicrous amount of sway after running. As I said before, it's both too much and done improperly. Even if you were shaking as such, your muzzle doesn't jump around from random point A to point B. It sways naturally given the sagging and rising of your chest and arms. Like it or not, and I'll probably get flamed for this, but it's fairly accurate... Call Of Duty has a pretty fair CQC shooting mechanic. The sway of your sight picture is fairly uniform in a shallow U shape with minor variations, meaning you can still hit man-sized targets within 100m. If Call of Duty's shooting mechanic had bullet drop added to it, it would be perfect in my opinion. ARMA 2's shooting mechanic is very clunky and profoundly unrealistic in terms of player feedback. Sure, the way the bullet flies after it leaves the muzzle and zeroing is pretty realistic, but in terms of the player actually -firing- the weapon, it's fairly unrealistic. EDIT - It's worthwhile to mention that it appears there's a maximum of a foot in muzzle variation in ARMA, which is silly... unless you're holding the weapon with one hand.
  3. Katana67

    DayZ Devblog 25 Jan 2013

    I skimmed through it (as it's a 16 minute video of a person I loathe, i.e. FPSRussia). Not sure what it's being used to demonstrate?
  4. Katana67

    DayZ Devblog 25 Jan 2013

    Well to be honest, I think the uncontrollable sway after running is bullshit. I've sprinted for extended periods of time and hiked for miles (in separate instances) and was still able to hit man-sized targets at 100-200m unsupported and supported, much less sub 100m. And I'm not even in tip-top shape. I think the original ARMA 2 team went -way- overboard in that aspect. The damage is fair in my mind against players at least, zombies need to get dropped a lot easier and do more damage (a la DayZ+). But the sway when firing after running is way over the top in Day Z. Feel free to disagree, just my opinion. EDIT - Or rather, in the way they executed it. My aim and sight picture doesn't jump around absolutely randomly, it follows a set sway given my by arms and breath, it doesn't jump around randomly like there's someone tugging on a string at the muzzle.
  5. Katana67

    DayZ Devblog 25 Jan 2013

    Taking care of your mags, genius inclusion. It's funny how the little things really contribute to a massive change in gameplay as well as the bigger changes. For example, having loot spawn in wrecked cars... I had always hated how in post-apocalyptic games, and open world games in general, there's all these fun little nooks and crannies where you'd suspect loot/items to be... but it never is because developers are so set in their ways of "loot systems" rather than just emulating reality.
  6. Katana67

    DayZ Devblog 25 Jan 2013

    "We are exploring spawning all zombies and loot at the start of server initialization, again a huge departure from the previous mechanism. This solves many design and technical issues with the spawning and respawning of equipment, such as being able to metagame by telling whether players are in a village by seeing zombie’s have spawned" Fuckin' money....
  7. I use a regular Xbox controller to play Day Z... if I could map the lean keys, freelook, and the inventory key, with maybe one or two others to the five or so un-used buttons on my controller. I'd be 100%. The controls and interfaces are far simpler than they appear. It doesn't require any more buttons than are available on a regular controller.
  8. He just said he thinks it'll be out before April. No guarantees.
  9. Things I'm anticipating the most... 1. Realistic Loot Placement - This will change how we look at looting and will push looting from a silly "pile" system, to something that makes sense... and boosts immersion. 2. More enterable buildings - Expect radical changes in many regards with this addition. Players will have to adjust how they go through towns and will reduce the reliance on supermarkets. Furthermore, it makes it so that -every- town is significant. From Petrovka to Olsha, these types of small villages will now be viable places to loot, secure, and live. It'll also add value to other larger cities and create more nooks and crannies to be and hide in to mix up player vs. player combat. 3. Clothing - Something I've been wanting for a long time. The ability to customize the look of your character, as well as the capabilities will be a game-changer in my book. It'll make high-end equipment more valuable as well as make lower end equipment valuable as well by allowing the player to mix and match equipment to suit his/her capabilities. 4. Revamped Zombies - Pathing, damage, animations, variety. Will help boost immersion as well as make for a more appropriate experience with zombies. Will make zombies a more concerning threat and help shift the focus away from wanton PvP. 5. Survival Systems - Disease, Hunting, Cooking, Specific Injuries. All systems which will take up a player's time and energy in order to survive, rather than having an easily exploitable system that allows the player to do whatever whenever while virtually ignoring the survival aspect of the game.
  10. Monitoring bandit comms would be cool, as well as trying to figure out different frequencies... etc. But moreover, I think communication should be relegated (like everything else) to in-game systems. Meaning, not TS, not sidechat, but tangible items that give the player these abilities.
  11. Yes, there should be a solid in-game voice system that's realistic. Skype and TS totally ruin the experience for me, hence why I don't use them. It totally betrays the emphasis on realism that we see in Day Z, and places the game firmly in the realm of a typical MP game for a sizable portion of players who rely on Skype and TS. Skype and TS are exterior programs, so I can't stop anyone from using them... But, a realistic "radio" system is certainly worth pursuing. And also, getting rid of sidechat entirely... it shouldn't be a toggleable option, it ruins the experience indefinitely. This is my opinion of course, and I understand the purpose of it... but it's certainly not in the vein of Day Z. I hate how nearly every private hive server has side enabled, it's a nuisance and a channel for people to bitch and moan. Hopefully, with the mod at least, Day Z Commander will implement a "sidechat" feature for those of us that despise it. EDIT - As to the above, that is a good suggestion... I could care less about sidechat if I didn't have to -see- it all of the time. If I could get rid of the channel on my own, then I'd be fine.
  12. Yeah... just like when I used to play Black Ops with my buddies... we used to play a drinking game where someone had to take a drink every time we found someone with an emblem that wasn't a skull/swastika/vagina/asshole/penis.
  13. In my opinion, there should be no discrepancy with spawns. The coast is where you spawn -period-. I support diversifying the spawns -along- the coast... but spawning elsewhere really doesn't make any sense to me. I understand that spawn killing is frustrating, but when you consider the fact that the victim isn't necessarily -losing- anything if he or she has just spawned... other than some scuffed delicate sensibilities, there really is no problem with spawn killing. In order to minimize it, however, if spawns were diversified to be say... up near Berezino more so and less centralized around Electro/Cherno... I think it'd make a big difference. Furthermore, as I've said previously, adding systems to take up a player's time with other activities will minimize the problems with spawning. Making it less likely to have the free time/capability to go kill new spawns is what we're talking about here, it wont eliminate the problem but will minimize it significantly.
  14. While I agree that making nights harder is a good thing, I don't think they are realistic at this point. The majority of nights, even with cloudless skies... I cannot see my character's weapon or the body of my character. There is a serious flaw with how nights are portrayed in Day Z and with the current engine. Obviously, there -are- times that nights in rural areas are pretty pitch black... but that is not the norm. Eyes adjust, stars shine, moon shines through clouds... diffused light. I'm not saying make it bright, but make it playable. The reason people bitch out at night is not because it's hard, but because it's unplayable. The STALKER example above is good, I think it should be darker... but, it's not unplayable.
  15. To be honest, Dogs is one of those things that I never really thought should have been a consideration for the mod. It just seems like an unnecessary amount of resources to devote to a system which may or may not be helpful. I definitely think it'd be a worthwhile thing to pursue further on down the line, god help the person who kills my dog... but I agree with their reasons.
  16. This, not sure if it's possible given the engine and timeframe. Other geographical features other than forests and fields would be nice as well.
  17. I agree with the negative connotations of "end game" similar to the negative connotations that the "MMO" genre now has, which is unfortunate. The one caveat I will cite is that when people refer to "end-game" in Day Z, they normally don't mean it in the traditional sense. They normally mean it as, "Stuff to do once you're fully geared".
  18. Day Z plus has a pretty robust construction system that doesn't really add to overall server lag from what I can tell. It'd be more about loot rates than anything to prevent an overload of objects, rather than tweaking the system (which much be done regardless). Fortification would be good, and I think simple... either a fixed point on a building where boards can be attached to windows/doors... or a one-size-fits-all 4x4 set of boards that can be "floated" in front of doors and such. EDIT - To the above, perhaps "wood" should be obtained through a multitude of means. I mean, we can find "scrap metal" in the world... why not a "pile of boards"? Models are already there, and there should be an -abundance- of materials strewn around Chernarus. Theoretically one could use "Fueltank Parts" as scrap metal. Not only that, but there are piles of scrap metal and wood all over Chernarus, that simply cannot be harvested because they weren't meant to function in that regard. I think if we could actually scavenge materials from the world in addition to traditional loot, it'd make it a much more immersive experience.
  19. The point with robbing backpacks... is that there is NO indicator at all as to whether someone's doing it... They just stare at you and magically zorp your shit out of you... There's no "rustling animation", there's no sound, there's no nothing. Even if it were a pickpocket type thing, which it really isn't as it stands... there would still need to be -some- type of indicator. Doesn't have to be a sound, but it doesn't make sense for someone to just be staring at someone's back and magically obtain loot with no indicator at all.
  20. Not only will more enterables change how people go about searching through a town or moving through a city, I think they could totally play into the player settlement thing now. I mean, there are lone houses as you mention all over... fortifying a house would be an incredibly reasonable thing to do depending on what types of fortifications can be done. Also, it would make towns -worth- cordoning off, with more buildings that yield loot rather than just a handful.
  21. Very happy that some people actually understand the philosophy that Rocket has stated many times. Instead of PvE servers, "balanced" weapons, and listening to people complain about bandits. If systems are implemented which create tension and constant threats, then players will have less time/desire/capability to go just willy-nilly killing fresh spawns and the like. That will sure as shit still happen, but it will be far less frequent if players are given things to occupy their time. Things like managing disease, wounds, defending settlements, actually foraging, an effective hunting system, a more robust and complex vehicle repair/customization system, zombies being more of a threat... will all occupy the player's time and resources for the better. Some people might call these survival aspects boring and tedious, many including myself do not.
  22. Does disprove -his- point, but raises another... do you think the person firing that M107 in the video would have hit anything at range? Or hit anything at all? Or would have preferred to take that into actual combat? Not being contrarian, but simply because something can be done doesn't mean it's a smart or even practical thing to do. While in Day Z, the tools are given to the player to make smart decisions and such... there are several flaws with how weapons like the M107 are represented such as the non-factor of weight on aiming and universally applied sway. Meaning that all weapons appear to sway in the same manner regardless of weight. I personally think the sway after sprinting and stuff is a bit much, I can hit the broad side of a barn at least after I've been sprinting/running a good bit with an AR... much less a man-sized target at 50m.
  23. I agree with the sentiment, just not the delivery. Day Z is profoundly -NOT- about "balance", it's about giving players tools. The DMR's main fault is that the ammunition is currently too readily found to be realistic, 20 round magazines available in every industrial shed or deer stand. The weapon itself doesn't need to be balanced, but the ammunition availability needs to be more realistic and brought in line with most everything else. On the other end of the spectrum, I understand why things like the L85 Thermal shouldn't be in the game from a "balance" perspective, but it's again, something about realism and rarity. I personally didn't ever have a problem with people using anti-materiel rifles and TWS, but I understand why these can be seen as griefing tools with no real world application in terms of Day Z. I don't think Day Z really -needs- .338 LM or similar type rounds, simply because engagements don't usually exceed 500m. I think it'd be a waste of resources, but I'm all for gun variety... so what the hell.
  24. They are pretty high-speed-low-drag slay bodies goodtogo. But still, any person is capable of -doing- them.
  25. Was just really using that as an example, wasn't making sweeping judgments about the fun of exploration.
×