
[email protected]
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Everything posted by [email protected]
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Removing spawns is making this game bad
[email protected] replied to leefriendfield's topic in General Discussion
I'm in favour of keeping the spawns coastal as it gives a better sense of direction on spawn and a more definite line of progression as opposed to just being spawning anywhere. Still, if done well I wouldn't mind overly much. -
Death Cooldown (this is going to be really unpopular...)
[email protected] replied to 11tw's topic in Suggestions
If you could link the cool down time to progression in the game that would work. Make your total playtime with this character slowly add to the time then a small chunk of time for each zombie or player kill on top of that. This would stop somebody dying in 2 minutes and being locked out for ages, but make people value their lives even more as time goes on. I made a suggestion for the DAYZ MOD over a year ago now about the possibility of a private hive 'gamemode' where each player gets only one life and runs in a periodic fashion, also with the twist of no loot respawn: http://forums.dayzgame.com/index.php?/topic/122242-a-challenge-gamemode/?hl=gamemode I think it would work well it SA as well. -
A case for proceedural/random loot sites
[email protected] replied to xalienax's topic in General Discussion
The Heli crashes were a great part of the mod imo, really hope this feature gets expanded upon. The way I see it, the idea of these random spawns is not 'forcing gameplay situations' but rather facilitating them. I know Rocket would rather someone shoot down a player flown helicopter and then somebody stumble across the wreckage which would be awesome but even when introduced it would be such a rare occurrence that most people wouldn't likely experience it. In the mod I found the idea of these random high level spawns a great reason to go exploring round the map not just head north. It also gave a really good use for vehicles as other than going to Cherno/AElektro for med supplies and then back north there was little reason to use them. -
Zombies in buildings and upper floors?
[email protected] replied to TonyMahony's topic in New Player Discussion
Just got back in to DayZ after a few months and am loving it again. I was jumped by a Zombie hiding out in a house twice in a 3 hour play session, am still surviving though! I can't remember that ever happening in SA before though. -
Absolutely, this is a vital feature imo for immersion.
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I love playing at night, but this is getting ridiculous.
[email protected] replied to CS14's topic in General Discussion
Well I've found every server I joined to correspond to ~GMT time.Since I played a couple of hours in the dark, and felt I needed some light since progress was slow and I wanted to admire the new graphics... so I tried joining a multitude of US servers just to find they were all dark too. Perhaps coincidence... but I doubt it. I agree completely. I enjoy both day and night play, but Day is generally more productive and given all my real life daytime commitments I find it unfair to have restricted daylight each week day. Many gamers don't get a chance to play video games until the evening... therefore the current system needs rethought I think. -
Servers not showing and waiting for host
[email protected] replied to Mori (DayZ)'s topic in General Discussion
Well the bad news is a bandit just hacked me to pieces in a small town somewhere inland, but the good news is that the problem has stopped though unfortunately I didn't get a chance to screenshot it. -
Servers not showing and waiting for host
[email protected] replied to Mori (DayZ)'s topic in General Discussion
Ok, I managed to get in a high ping server but after maybe trying 20 odd servers and getting an error. I'll screenshot it here after this session of gameplay (I'm not about to leave now I've just managed to get in). -
Servers not showing and waiting for host
[email protected] replied to Mori (DayZ)'s topic in General Discussion
Ok, I can see the server list again, but ALL the servers are full. Can somebody confirm this is correct? EDIT: No Worries Orlok, I'm breathing deep. -
Servers not showing and waiting for host
[email protected] replied to Mori (DayZ)'s topic in General Discussion
Same...have they crashed? -
Oculus Rift Headtracking question.
[email protected] replied to vegetavegeta's topic in DayZ Mod General Discussion
I've not had the chance to try it just yet (I've left my Oculus Rift at my Uni flat to help my revision :blush: ) but I assume it will be the same as for the mod (As long as Trackir is still natively supported). Use Opentrack to emulate trackir with the rift (and hydra if you have one for the best experience). Then Calibrate the sensitivity until it's one to one (took me a while). Alternatively, a simpler solution would be to use Tridef's drivers which can link head tracking to the mouse cursor... however this will come at the disadvantage of the lack of permanent free look. -
I think the best solution just now would be keeping the text system and HUD-free screen but adding indicators like in the mod to the Inventory screen. Then it does not effect immersion but you can still check your actual thirst to see if you REALLY need a drink, or whether it would be a luxury.
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I found a bandage in a building near Komarova... does it have any different purpose/effects compared to rags?
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It would be interesting if items had the chance to fall out a ruined backpack... ... but maybe that could just get too frustrating?
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Things you want to see in SA updates first.
[email protected] replied to ZlobaRUS54's topic in General Discussion
Well ideally Vehicles/Tents/Bases... ...Realistically: First: Fix Zombies running through walls (happening all the time to me) Then: Better status indicators for hunger/thirst and possibly visibility and sound (like the mod) at least until good in game audio/visual queues are developed. I actually like the text (It sort of encourages the RP for me) but preferably in ADDITION to the indicators. -
Well I can confirm that when all you have is a Crowbar the Z's are definitely a threat. With my new shiny Axe though it's better. There isn't as many zombies in game yet as there will be and towns can hence feel quite empty... I met more on my running through the countryside than when looting one of the new Towns. I've not used a gun yet though. But they can certainly pathfind... kind of... when you just think you've lost one it will run through the wall behind you catching you unawares. :)
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Well Rocket's spelled the doom of my last upcoming University exam... BUT NOW I'VE GOT SA!!!!
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We Need Rarer Supplies. More Random Spawning positions.
[email protected] replied to King of kong's topic in DayZ Mod Suggestions
Pretty much everything needs to be rarer I think. In the current DayZ there is no need for Bandits what so ever since there is so much food and supplies to go round. I made a suggestion of a so-called "challenge-gamemode" a while ago - the idea being that during one gameplay items simply shouldn't respawn, thus making people hoard resources at the beginning then, as lootable supplies dwindle, banditry becomes more necessary and zombies more threatening over time - also a more functional permadeath. In summary I agree strongly with your view. -
DayZ Developer Blog 8th March
[email protected] replied to mattlightfoot's topic in Mod Announcements & Info
Great update. The new spawning and looting mechanics look fantastic and the new clothing system really looks good. The hotkey bar worries me a little though. -
I'm disappointed to hear they've been removed, I was looking forward to trying to find them... another cool thing to do in game. Besides... canned muffins sounds awesome.
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I've been wondering about this for a while, it would be set up as a kind of competition (I'll get on to that later.) The Main alterations to the current game and their effect. The major change would be: No loot respawn, (perhaps increased loot at the beginning, but what spawns when the competition starts is all there is.) This would have catastrophic effects on the game... early game there will be more than enough to go round, but as time goes on supplies get depleted and survival becomes more challenging. Many people whine about banditry in current DayZ, and there is a fair point that there is always more than enough supplies to go round. Therefore there is no actual need for banditry in Vanilla DayZ. However, with no loot respawning, banditry would slowly become more necessary... but at the same time ammo would become more sparse (since it won't respawn either). People would try and stock up and hoard resources, making bases far more necessary and functional... and allowing players more opportunity to search for and loot other players' bases. Items would gain more actual worth and zombies would become more of a threat as the game progresses. How Could this be implemented? This poses many hard questions. However I'll outline how I can see it working below. 1. It would be a private hive exclusive gamemode. 2. Prior to the beginning of the game, an application thread could be launched on this forum. The admin running the server could then add accepted players to a whitelist. 3. A minimum number of hours must be logged by each player each day/2days IRL (Number of hours set by admin to reflect how 'hardcore' they want the game to be). 4. Death in the game would cause instant removal from the whitelist... so people will value their lives all the more. The decrease in player population would then effect all remaining players. 5. The game lasts until all players have died or the admin calls a close. Points 2 and 4 could alternatively swapped for death resulting in being added to a blacklist if preferred. (Ie you don't want a lengthy application process or a controlled number of survivors from Day 1). Whitelists and Blacklists would be reset once the game has finished. Other notes I could also imagine this being a great gamemode to stream or do a commentary on since each action holds so much weight and things could get very tense and competitive. Also some far more interesting stories could come out of this mode IMO. I believe this would create a 'truer' DayZ experience for fans who would love a more survival based challenge and are willing to invest time into it. I think that this could be implemented without too much work by the devs, since the changes it makes are quite straight forward. Once you're 'out' you can of course return to playing regular DayZ and/or sign up to another game of this type at another hive. So... what do you think?
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A Challenge Gamemode?
[email protected] replied to [email protected]'s topic in DayZ Mod Suggestions
Yes, I can imagine clans or groups of friends trying to cooperate early game to gather resources, and perhaps patch up a vehicle (would be a lot harder without loot respawning). But inevitably you eventually get to the point were there's five players in your group but only four cans of beans between you.... or a player might decide to grab what they can and run... From what I've heard these are the sorts of scenarios that Rocket would like to see (me too!) and is something that really doesn't occur in the normal game. Thanks, -
DayZ Devblog 4th February 2013
[email protected] replied to griffinz's topic in Mod Announcements & Info
Looks amazing... but what functionality will the swamp have? I mean sure it looks cool and is another feature in the map, but is there any reason to go there? Keep up the good work! -
Why do you use 3rd person?
[email protected] replied to landfish's topic in DayZ Mod General Discussion
I like 3rd person so I can see how my character looks... (this will be especially important with the different clothes in the standalone.) Also running long distances... while not particularly enjoyable in either view is a lot nicer in 3rd person. I personally cannot use 3rd person to aim... I'm too used to fps. How about your locked from 3rd person at the same time your stopped from aborting? Or simply when you draw your weapon? -
What if we removed the crosshair?
[email protected] replied to rocket's topic in DayZ Mod Suggestions
I support removing it, but only if melee weapons and interaction mechanics are redone to make them less picky.