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Everything posted by Hicks_206 (DayZ)
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We'll see :)
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Unfortunately, at this time I don't want to elaborate on soft skills more than I already did at RTX.
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1) Infected Damage values is something that will be tweaked off an on throughout development. Of course, a proper balancing pass will most certainly be done prior to leaving Early Access. 2) Well, at a certain point the reality that this is a video game has to come into play. You rarely will have a crowd of angry screaming players chasing after you - but ideally you would with infected. They need to be -somewhat- manageable. That said, see the above answer. 3) On what scale? o_O I have been very clear about this - and I'm not a huge fan of repeating myself on it, but for the sake of clarity: It does not matter how amazing or complex your Artifical Intelligence is. It will -NEVER- be as dangerous or unpredictable as being at the mercy of another -HUMAN-.
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1) Yes. 2) No plans at this time. 3) No. 4) We don't define the tasks or goals that players should be aiming for within DayZ. That said, if the generator/electricity functionality covers plugging in to things like City Street Lights, you could always take it upon yourself to do so. 5) We're not talking about that at the moment.
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Ah ha! Just like PZ. (I love that game and those devs - if you have not checked it out, search for Project Zomboid on Steam). Sadly, I'm not sure that kind of depth is going to be something thats reachable within the scope of 1.0. That said - Im certain if you wanted to author a mod in Enscript that performed such a function, you totally could
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We'd definitely like to - I think we'll have to circle back around once the proper design and configuration is done and see how it looks.
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Still in the pipe, just not super high priority right now.
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1) Lets wait and see how comprehensive our options are with the new animation system 2) I'll have to get back to you on that. 3) 100 Player servers? Maybe fixed wing aircraft. (I'm a bit partial to that as my DayZ Mod - Mod brought Dean's Maule to DayZ)
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Unfortunately, We're not talking about what those three initial skills will be just at the moment. What we considered initially was something that could give a good functional representation of what we wanted the feature to represent, for the designers creating the Enscript for it. No new abilities, just getting better at the ones you already have.
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Hey guys, I'm going to pick this up tomorrow - keep em coming
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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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