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Everything posted by Hicks_206 (DayZ)
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Yes sir - we talked about it at PAX Prime infact. (Shooting from vehicles) As far as more vehicles, yes - more are planned but it is important to understand that DayZ Mod had the large variety it did because it pulled from Arma 2 - which itself pulled from several scrapped projects in addition to its own planned vehicles. Yes, we plan on requiring different tools for different types of repairs. (Im going to get some food, and take a short break guys)
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Honestly, at this point in time I'm going to remain tight lipped about network infrastructure, and security. There are a lot of things in flux right now, and I'd like to play my cards close to my chest -for the time being-. That said, thank you for the feedback though.
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We don't have anything cookie cutter, everything was made by hand - by some awesome artists. Repeating models, textures, etc is just a reality of game development. Especially in larger worlds. We don't have any plans to change static objects in structures to active dynamic physical objects at this time.
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That is entirely dependant on how 0.59 exp runs with them. No mechanics changed, they still have the same new AI and Sensors that they do in 0.58. Lootable infected? Not yet. Any part that can fall off, can be taken off. Yes sir. Far closer to C++ No. Or, rather Yes - but no? I feel like that answer does not make sense.
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Back in an hour guys, going to head to the gym before it gets too late.
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1) I suppose we could add memory points to the model for the sunken ships and spawn some appropriate items on it, sure. I don't see why not.(As long as the reason, and execution is rewarding and not just because it looks cool) 2) Sadly - no. Hell, I used to think that would be amazing myself, I remember seeing it at E3 20..12? Maybe - and thinking it was amazing. However everything I've heard from the Arma team is that it was a total pain in the ass to pull off, and caused more problems than gains.
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The quantity of crash sites can be tweaked dynamically through the Central Economy - their locations require an actual script/data update. I plan on increasing the potential spawn points. Some in the East, more than likely yes.
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1) Should be, given their current spawning quantities and regions. However, the intent is for that to change - will be speaking more on that next SR. 2) Aside from tracking down vehicles, establishing camps, hunting player camps, acquiring high risk/high reward gear, not off the top of my head. 3) Suppressors are very rare as it is - the issue is with known duplication methods being exploited. 4) We'll see - I'm hoping that functionality will be supported when we get the new audio module. 5) I'm going to sideline this question, as we're currently working on both new mechanics for loading/chamber/reloading - AND the move for actions to Enscript. 6) VMC (as the players call it) - No we have no plans for adjusting per building maximums right now. That said, as I've mentioned before - I'm definitely interested in trying weapons being more common, and ammunition being the rare commodity. 7) Likely no - the answer to the rest really depends on what issues are still present in the build when it hits experimental. 8) This would be pretty cool, and blood shouldn't be too much of an issue - but we'll have to see if this falls within the scope of 1.0, or comes as a title update/patch post 1.0.
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1) Can you elaborate on what you mean by improving windows? 2) I don't believe so, no. Not for 0.59 at least.
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As in the history of Chernarus, it is a post-soviet country - the occupying Soviet forces pushed their cyrillic language, where as you can see Chernarusian still all over the place (which is actually Czech). Its no secret that Chernarus was inspired by a portion of Czechoslovakia, who themselves had to deal with the Soviet Union (albeit not as blatant an occupation). https://en.wikipedia.org/wiki/Warsaw_Pact_invasion_of_Czechoslovakia
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1) Barricading is still very much something we want to do, right now the team is just focused on other deliverables. 2) You haven't heard much on the advanced crafting / customization lately because it is dependent on the new UI. Once that is fully in and playable we can start rolling out things that require it. :) 3) I'd like to save this question for a fully fleshed out proper answer in a Status Report. Needless to say, it will get at least a little bit more complicated. How far that will go will be covered in a future SR. I really don't think crash sites are -that- predictable. There are 3 crashes active at any given time, and over 100 possible locations. (of which will increase)
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The Chernarussian language is a latin alphabet slavic language, much like polish, czech, or slovak.
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1) Just as soon as I have something ready to show you guys, I will! 2) No plans on that right now. 3) No sir, not 0.59 4) Which weapon update are you referencing? Just so we don't get our wires crossed. 5) Assuming you're talking about the mentioned changes in how reloading and chambering work - right now its looking like *partially* - but I anticipate the functionality as described for 0.60. 6) More than likely, yes sir. 7) Considered it sure - I don't think thats very high on the to do list though ;) 8) Possible yes - Not sure if we'll get around to that anytime soon though.
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1) That is the intent, making sure the engine supports it will be critical. However, the new sound module should allow us far more complex audio configuration options. 2) Well, they are related in that they both use the same physics system yeah. As far as utilizing destroyed parts that fall off, I don't really view that as critical. Its a level of depth that we just shouldn't be chasing down at this point (in my opinion) - after all these are *destroyed* and unusable. Like a pair of ruined shoes, its trash - and we have so much to keep track of already. :) 3) Nothing planned at this time, aside from the obvious things like not applying a bandage if you don't complete the animation I suppose. 4) I'm personally looking forward to the increase of players per server instance. Lastly - I think you mean P3D to FBX? If so, yes. Please refrain from misinformation like this. Enfusion is not Real Virtuality - while it has it similarities, and they are part of the same family - we're talking millions of lines of code difference at this point.
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1) We've been saying this for probably over a year - we're aiming for visual parity initially. Once that is achieved, we'll see where we can go from there. 2) Being able to drag players, and their bodies is critical to gameplay opportunities in my opinion. Yes sir, that is most definitely something we want to enable players to do.
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1) Yes, infected will be spawning in stronger numbers with the first 0.59 exp. The infected AI was completely replaced ages ago, the old AI and Sensors do not exist anymore. 2) As I said in the Status Report - the design team has a big pile of actions to completely rewrite in Enscript, so we'll see as they get to some of those actions how we'll handle them. 3) I hate to sound like a broken record, but just like the Status Report mentions - the behavior in the video is for demonstration and testing purposes. Obviously balancing on the "hit points" for each of these parts will have to occur. 4) We have no soldier AI to pilot vehicles, and no plans for it. I firmly believe if you see a vehicle being operated, or a survivor moving - it needs to be a *real person* - not a predictable AI.
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1) It would be nice, and something I'd like to do for sure - but I don't want to over promise here. So lets say - it'd be cool, but if we did it it would be after 1.0. 2) I need to sit down with my Lead Designer Peter and come to an agreement on how the generators would interact with existing static structures. 3) Maybe. 4) Lets chalk that up to a "Would be awesome for a post 1.0 patch"
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1) Shouldn't be an issue - so I'm going to say yes sir. 2) We'll have to see how they perform - ask me after a few experimental builds have been out. 3) I have to sync with Chris and Scape to see the status of the procedural coloring - not certain right now. 4) Yes sir, as of the last build I checked it was looking good to go. 5) Aside from the designers creating the configurations for the items, proof reading on that stuff is well below the bug bar right now. 6) I can get you that answer during the week - I'm doing the Q&A from home on the weekend ;) 7) I hate this bug, with a passion. I want it slayed before we leave Early Access. 8) Different ammo types per weapon are pending support in engine by the gameplay programming team.
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Still being created - when I have a good chunk of info ready to talk to people about, you can be certain I will!
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- I'm aware of, and collaborate with Senchi and his team when it comes to Chernarus. However, I strongly believe in letting Senchi and his team do what they feel best - as they have clearly shown to be artisans when it comes to world design. - We currently have no plans for expanding the Chernarus Plus map. Could you rephrase your middle question? I'm not sure what you mean.
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I've really been on the fence about this, and to be honest I'm still undecided if you should be able to fully disable postprocessing. The title communicates critical information on the status of your character via this effect.
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We don't have hipfiring in DayZ? The character in question had his weapon shouldered.
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Absolutely nothing - as far as I can recall this has been a very long term goal that required significant change to the engine. All in all the actions are still powered mostly by script. Of course new stuff is written in Enscript, which is 300% faster than SQF. Although, the impact on the server should be negligible. Oh Good Lord, No - no sir.
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Pretty sure one of the first things mentioned is the infected.
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They are here to stay.