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Everything posted by Katana67
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Katana67 replied to SmashT's topic in General Discussion
Saying they failed to do so implied that they tried in the first place, were unsuccessful, and are no longer trying something. They're actively working on fixing zombie pathing, along with everything else that's entailed with being a developer. Equating weapon accuracy (i.e. tweaking a few values in a config file) with zombie pathing (i.e. rendering every single building in the game with a navmesh, plus figuring out a way to include exterior pathing without being performance-heavy) doesn't really make sense. One is a balance issue, and is exponentially simpler than the other. I'm all for being critical of the developers, and I am frequently. But you yourself said you're not prone to conspiracies, well, that's what you're saying by calling it a "scam." Especially when there's evidence to the contrary. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Katana67 replied to SmashT's topic in General Discussion
But your original point was that it's unfeasible for them to get on track (even if you consider them "off" track) given the time they've got left. When there's still essentially a year left until the deadline you gave (early 2015). -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Katana67 replied to SmashT's topic in General Discussion
Which is still a year away, for a beta. -
Honest to god, this might be a relatively elegant way of subtly bringing back an aspect of the bandit/hero system. I'm sure I'll get jumped on for the mere mention of such a thing, but having some sort of natural cue as to when a bandit is glassing/stalking/eyeballing me would be very interesting. Certainly doesn't give away a position, just lets you know that you're being watched... Very interesting as a concept, might be worth trying out.
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Sometimes I wonder what it would be like if I talked to people like this in real life, who author these types of posts. I often ponder about how I could explain the development pipeline of DayZ, or even just the logical assertion that just because they're working on something... doesn't mean that they're NOT working on other things. I wonder if they'd actually accept a reasonable argument, or if they'd just sort of... keep on thinking what they think. I wonder if much of it gets lost in the abstraction of a text-based forum.
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And code often contains bugs. Or it means that a map designer could've potentially used the wrong model when putting in new streetlights. There are a myriad of factors to explain why only a random few streetlights are on in Standalone.
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Well in the mod, the streetlights were purposefully turned off. And in the Standalone, only a random few were left illuminated. Which suggests to me, that it's accidental. There are alternative approaches, like just tweaking the night time lighting in itself which could actually solve the issue, and doesn't just act as a hyper-specific stop-gap. They spoke about giving the players the ability to turn the lights back on in the mod, no idea where that discussion went with the developers. However, it still remains as an incomplete solution to making the nights playable.
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What's the longest you've gone with a single DayZ character before dying?
Katana67 replied to Speightinator's topic in General Discussion
However long ago I stopped playing the vanilla mod, my character was around for at least 90 days. Lord knows what it is now. Still had some phased-out AS50 mags last I checked. -
Imagine if we pulled this off for a couple of hours (er lol!).
Katana67 replied to mooky32's topic in General Discussion
Dat exemplification of potential future mechanics Sounds fun! -
I don't like the idea of streetlights. Sorry. I'd rather the nights just be slightly tweaked as to have a grey/black gradient. Makes night playable for those of us who aren't city whores. He had a pretty tame, albeit sarcastic, comment. I don't think such a brutish reaction is in order.
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The Blaze 95 is the Blazer B95 (IIRC). Either way, I think the distribution of weapons is perfectly fine. I think people have this misconstrued idea of DayZ as STALKER 2.0 (among other misconceptions), even though STALKER featured many, many, NATO weapons. Check this site out if you haven't already, I use it all of the time. http://www.imfdb.org/wiki/DayZ
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Supported Shooting - How Should It Be Done?
Katana67 replied to Katana67's topic in General Discussion
More food for thought, I think this might actually be easier to implement than shooting sticks. Just a monopod, really only requires two animations/stances. -
Several things... One, who cares about what they add first? It couldn't matter less by comparison to what they add. The order in which they add weapons is irrelevant. Two, the reasoning is expressed by Torchia. Weapons like the M4 and FNX are modular, pure and simple. This is an alpha, so they need to test their newfangled attachment system. It was easier to achieve these goals by adding the M4 and FNX respectively. Three, I certainly do not dislike AK's or Russian weapons. I love them, they're wonderful weapons. I've fired AKs many a time on the range and own a Mosin-Nagant myself. However, I don't see "Western/NATO" weapons as unreasonable. Please do not confuse my advocacy for Western/NATO weapons as a hatred for "Russian/Warsaw Pact" weapons. I have never, ever, ever expressed a hatred or dislike of Warsaw Pact weaponry. Ever. Four, if the experience of DayZ is so bound up in the weapons for you... as to make it "catered" to a certain "type" of gamer, then you are truly lost. What makes me happy is not discriminating weaponry based upon country of origin. I love AKs, VSSs, SVDs, and Bizons. I love M4s, Mk 11s, Mk 17s, and MP7s. I want both/all in DayZ. Why is this threatening? We can all have the weapons we want, without arbitrarily and condescendingly marginalizing a certain swath of weaponry.
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Someone who wants a variety of weapons? Yes, that is who I want the Developers to cater to. Last I checked, they hadn't balanced the loot, so we don't know how common the "eastern" weapons will be by comparison. Which is far more important than the overall number of weapons included in DayZ. And, last I checked, the AKM, AK74, and SVD were inbound. And the SKS, Mosin, CZ 75, and Baikal had already been included.
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The vitriol and hyperbole is strong with this one.
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Other than the issues listed previously, people just like playing in the daytime. It's really that simple. If you look at games with night maps, they are markedly less-played than their daytime alternatives. Even in games like BFBC2 and BF3, where the darkness isn't really prohibitive, people just don't like playing at night. I do, I love both daytime and nighttime. But, the reason I abhor night in DayZ as it stands is because it's absolutely unplayable. It's inky black, making the game unplayable for me unless I jack up my gamma. I've used this anecdote before, and it is true, that I have trouble telling whether my monitor is on or off when playing DayZ at night. The lighting needs to be reworked. Fiddling with the diffuse lighting on flashlights is a good stop-gap, but the nights still need to be made playable. Not easy, but playable.
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On a slightly unrelated note, I've always found the camera to be too high in third-person. I never understood why I only get to see my character's shoulders without having a fisheye FOV.
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I mean, I'm sure plenty of marksman were using bound natural camouflage before the Scottish (not referring to the Vietnamese sniper above). But the actual concept of a "Ghillie Suit" is certainly of Scottish origin, especially as a piece of battlefield kit.
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Yeah, I noticed this with the ACOG. Unsure if it's intentional, kind of just annoying. Randomly focuses in on objects themselves, rather than what's in your field of view.
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I've heard camo building used a lot in the few Youtube videos that I've seen. One of the benefits of playing solo is you don't have to call buildings anything :D
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Prayer huts. I love how everyone has a different name for buildings in DayZ. "Bro! There's a dude on top of the school!" "WHAT THE FUCK THERE IS NO SCHOOL! ... Oh, you mean the office, idiot" Camo building vs. jail, etc.
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I mean, it says the in-game time in the server browser. Anything past 1900 is pretty dark.
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Yet another potential system/mechanic that's wholly undercut by meta-programs. Not much I can suggest that hasn't been suggested already. But if it's easier to alt-tab to get ranges (which is ludicrous in my mind, I'd never risk it even if I were 800m out) via DayZDB then rangefinders, in any guise, will be useless. Agreed about the hitbox. Although, I think folks like myself who like long-range (people's definition varies on that one) shooting sort of gloss over a big issue... how crappy the LOD is at range. I've always had an issue with how ARMA/DayZ (and to be fair, most/all video games) handle LOD at range. I can't really hit something accurately that's clipping heavily through geometry/textures. Perhaps this'll be enhanced when they've fiddled with the renderer a bit.
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Yeah, the discrimination against camping goes on. Funny, willing to bet that most folks who'd cry about "forcing people to play a certain way" with regard to banditry, would be the first to cast "camping" as a derogatory action. But that's just me talkin' I don't know...
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Just as long as it requires three easy payments of $29.99