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Everything posted by okami (DayZ)
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Suggestion: Tougher Zombies
okami (DayZ) replied to (TMW) Marion Mic's topic in DayZ Mod Suggestions
As far as i am aware this was the goal of the latest 1.7.7 patch and was temporarily rolled back with 1.7.7.1 because of some issues. So we will most likely see this in the mod and the standalone. Edit: And i think GOD is wrong (always wanted to say that haha), it was not rolled back because people complained but because of issues. Can be read in a post from r4z0r in the 1.7.7 or 1.7.7.1 notes. -
One thing that has me worried about the Standalone...
okami (DayZ) replied to scaramoosh's topic in DayZ Mod General Discussion
Then they should either not do it (because it does not show the real gameplay) or they should make it crystal clear. I`m a fan, i can look past this. But as you might have noticed the amount of haters grows and things like that are fuel to their fire... And our maximum age was less than 40 before we invented modern health care. If you are on your own without medical aid in a world full of infected would you really risk an injury? Maybe you would do a side vault over a fence like in that arma animation pack but you would never ever bunny hop a fence when there is the risk to stumble and fall. -
One thing that has me worried about the Standalone...
okami (DayZ) replied to scaramoosh's topic in DayZ Mod General Discussion
I actually liked the more fluid movement and the weapon handling, i`m pretty sure i heard dean or matt say in a video that shooting while running would decrease accuracy so i`m fine with that. What worries me the most is how rocket showcases the Standalone. He wants to develop it more into a survival game with less military loot and dangerous zombies. And he shows us a man with an AK running through the streets like a madman who ignores the zombies at all or shoots them with his primary which should attract a shitload of them. He gets hit muliple times by zombies and nothing happens. I dont know if he has godmode on or if they will tweak the zombies later but what i have seen so far looks even easier than the mod. I`m not sure if they tweaked this for showcasing (more health, lower zombie spawns) or if this is actually the way it will play? Also there are some changes which i consider worse than the mod: - the colors: The colors and the lighting of the arma 2 engine fitted so perfectly to a depressing zombie apocalypse. Now the colors are just way too bright. - some animations: Please, please redo the prone animation. It is far worse than the original and it looks exactly as stupid as the warz prone-swimming... the crouch walk also looks a bit retarded... also some zombie animations are worse than before, the zombie walking with his upper part of the body bent backwards... looks like he is doing limbo - jumping: i was discussing dayz with a friend some days ago and he told me he didnt like there was no jumping. So i asked him "what would you do in a zombie apocalypse where every injury could be your end: vault or jump over fences?". he was convinced immediately. I agree, it is more fluid. But it is not realistic and i dont want to see any bunny hoppers in dayz. - inventory: as others have stated, the old inventory (except bugs like loosing weapons in 8 slot backpacks) was absolutely fitting for dayz, it was not the easiest to use but this simulated the time you would need in real life. Also its a little bit strange at the moment, a jeans has 6 slots. Try to run with 6 cans of pasta in your jeans pockets in real life... - the quick use bar: wasnt it the goal to get rid of the user interface as much as possible? And now we have a quick use bar appearing at the bottom of the screen. I hope this can be disabled, its so immersion breaking. - damage not fitting to zombie animations and positions: this looks also worse than the mod, in the videos you can see the character being far away from zombies and he is still getting damage, we have this issue in the mod also but here it just looks worse. You should only take damage if a zombie animation is completed to a certain percentage next to you. Just to clarify, im a huge fan and i really look forward to the standalone, this is just meant as constructive criticism. There is also a ton of things i like (clothing system, loot placement, the new parts of the map, crafting, fluid movement, the new grass looks great, more enterable buildings, interiours look great, the zombie knockdowns look great,...), but some of my points really worry me if this is going into a direction i like. edit: and of course i know its an alpha and things are going to change.. but if there is no feedback no one knows what to change ;) -
The 1.7.7 update favorites
okami (DayZ) replied to Mathos (DayZ)'s topic in DayZ Mod General Discussion
Wow, some major changes coming up :) But for the crafting, since arma 2 has no attachments in a technical sense (every attachments results in a different weapon), from what i understand all weapons with attachments are swapped to their non-attachment models (svd camo for svd, makarov sd to makarov) and when you combine your materials with this gun the model is swapped to the model with attachments? Will this not be a problem with hackers as you allow the game to swap weapons to a weapon with another id in the database? Dont know about the anti-hack mechanisms in dayz but i would think commands sended from the client to give the player a weapon with a different id could cause some security issues? -
DO YOU HAVE FOOTAGE OF YOU KILLING ME????
okami (DayZ) replied to XLARGEGAMING's topic in DayZ Mod Gallery
Yes i have, but its explicit material not allowed on youtube... what you did to that beans... what has been seen can never be unseen! :blush: -
Private servers prove that the average players don't know shit about gameplay
okami (DayZ) replied to Evilsausage's topic in DayZ Mod General Discussion
Hm maybe i would have agreed some months ago, but to be honest i find it refreshing to play e.g. on a chernarus server where you spawn with a sniper. Totally different playstyle when no one comes running into the towns to loot but everyone is overwatching and has to move carefully. I had the full dayz experience for almost a year and i can have it again everytime if i choose one of the hundreds of servers with vanilla dayz. or dayz+ or dayzero or dayz 2017. But if i want to have a quick game in the dayz universe i join one of these fun-servers and mess around. Its actually very refreshing. So maybe you should be more tolerant or even thankful that all the people you obviously dont want on "your" servers stay away and play dayz the easy way? :) It doesnt hurt you in any way. -
Wow, thanks for all the work, good to see some informative threads still exist here :) Do you know something about the "fainting" system in dayz? I always had the impression that the winnie has a higher chance to let people pass out when you hit them once, but i never found any proof for this. I dont even know if the system is based on the projectile, the damage or whatever? I like both weapons, but i would prefer the lee. As i don`t have that much time to play at the moment i like to stick to the coast line and if i cant find a cz i always have a lee in my backpack as "sniper" rifle while i try to find an assault rifle as my primary. But i like the pop pop sound of the winnie.
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Good one :)
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Freshly Spawned Kill Suggestion
okami (DayZ) replied to Tiggr Woodget's topic in DayZ Mod Suggestions
That`s when you lost me. a) there is no issue. I dont know how many hundreds of hours i have played, and the only time i can remember beiing killed as a fresh spawn was when the private hives became popular and the first ones had 500+ vehicles, i was run over by a suv instantly. But i consider such servers "fun" servers anyway. B) The devs said things like that will never happen. Never. Ever. Why discuss it? c) from all ideas of dealing with the pvp "problem" - sorry and with all due respect - this is by far the dumbest. In the standalone we will see lots of updated villages which will change the player concentrations on the map completely. Just look whats going on on the NE airfiled in Breaking Point... and i guess they will change the spawn system accordingly so you can spawn anywhere around the map or at least up to the north coast. This will help more to reduce problems with spawns than your suggestion and in a way that suits the game. -
You should obviously learn the difference between an opinion and a fact. Maybe you find it boring, maybe this is not the game for you. Rocket said multiple times that what you suggested will never happen so i don`t think we have to argue about it... em.. ;)
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Forgive me if im missing something
okami (DayZ) replied to barrance's topic in DayZ Mod General Discussion
He`s asking why they want to bring the starting makarov back in the upcoming patch. For me this will not change too much as im playing mostly on private hives with custom startup equip but to be honest i think the idea to bring the makarov back to the public hives is... poo poo. I started a few days after they took the starting makarov away last year and i am so glad that i could enjoy at least a bit of zombie survival athmosphere when i had to scavenge unarmed. And who knows if i had enjoyed this game so much in the beginning when i could not run from otmel to drakon without beiing pew pewed by multiple fresh spawns with their lady guns... i dont like the idea... -
I have spent more time with dayz then with ANY quest or challenge based game, and I´m playing games for quite a while now. What you see as this games problem is actually it`s strength.
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Killing 6 Players in 5 Minutes!!! INTENSE DAYZ GAMEPLAY!!!
okami (DayZ) replied to XLARGEGAMING's topic in DayZ Mod Gallery
Hm, why should we be glad if he pretends to kill survivors but kills ai? And hides the side chat not to risk any "account violations"? Which, incidentally, prevents us from seeing no death messages? Sorry, thats just a lame way to get some views... -
Killing 6 Players in 5 Minutes!!! INTENSE DAYZ GAMEPLAY!!!
okami (DayZ) replied to XLARGEGAMING's topic in DayZ Mod Gallery
Hm are you sure they were players and not ai? Sorry if im wrong but they are shooting in that typical arma ai rhythm and use the wrong stances for this type of combat just like arma ai likes to do. -
DayZ Developer Blog 15th April Highest one ever
okami (DayZ) replied to mattlightfoot's topic in Mod Announcements & Info
Pfffffft training... Man up, climb that hill and then back to work! :) Nah, best luck for the ascent and thanks to the team for all the hard work! -
Hello , I need a server to bend in.
okami (DayZ) replied to Silentine's topic in New Player Discussion
So you come to the forum to ask us in a long posting for a server that could suit you just to tell us you will quit after getting some suggestions for servers? Hmmmmmmm -
Hello , I need a server to bend in.
okami (DayZ) replied to Silentine's topic in New Player Discussion
ohhhhhhhhhhh kayyyyyyyyy -
Hello , I need a server to bend in.
okami (DayZ) replied to Silentine's topic in New Player Discussion
Dayz is free, you did not pay for it. There were some suggestions for servers for you, just try them. Could it be that you like complaining? -
Hello , I need a server to bend in.
okami (DayZ) replied to Silentine's topic in New Player Discussion
Em, please go and read my posting again, i did never say you dont have to be patient on a roleplay server, why the heck are you shouting at me?? -
Hello , I need a server to bend in.
okami (DayZ) replied to Silentine's topic in New Player Discussion
Did you read the tips some people gave you? Instead of complaining, why not test them? -
Hello , I need a server to bend in.
okami (DayZ) replied to Silentine's topic in New Player Discussion
http://www.dayzrp.com/ offers roleplay servers on which you are not allowed to shoot on sight but you are allowed under certain circumstances like someone robbing you (or the person you want to rob opens fire at you or runs away,...) This makes some quite "realistic" gameplay as you would expect people to behave in the zombie apocalypse. And if you want to stay on the "normal" servers i would suggest to be more patient. If you want to survive solo search vantage points and scan the surroundings then go in quickly, grab the stuff you need and get out. Stay north east, Berenzino and NE airfield. If you meet another player get behind cover as quickly as possible and try to speak to him, if he doesnt answer or tries to engage shoot him. If you are bad at pvp always go for assault rifles, akm would be the best common one. You can just spray it and if your positioning is good you will not fail. -
question about the mod...should i buy it now???
okami (DayZ) replied to sushi4breakfast7's topic in DayZ Mod General Discussion
Solo playing since June last year, not bored at all. By it, there is so much going on in the community with new maps and mods (started breaking point this weekend, absolutely amazing!), and if you get bored with dayz you still havet he actual arma II game which is pretty damn good on its own... -
I`ve been on a server with NPCs recently and I shot a bot called "Rocket". Lol, confirmed kill on rocket :) There was a group of 5 of them, 3 ghillies with SVDs and 2 guys in camo with M1014 shotguns. I was behind them and they did not see me, I shot the ghillies first and all NPC began to run wild like chickens, shooting in all directions. So they were easy targets for my DMR. Yesterday i tested a little bit with the Arma 2 Editor and placed 1 NPC behind a building facing my direction and I died 4 times before he bugged out and did not return fire. Was the only time i was able to hit him. So from my experience if the AI is able to see you it`s too good and if not it`s to weak. But considering what the Arma AI is able to do (you can place it anywhere on 200 km^2 maps in any vehicle and it will act autonomous (or crash the vehicle with a vengenace...)) i think we have to live with these problems. And from what I have seen this will continue in Arma 3. Anyways, i like the NPCs cause they add something fresh to the Dayz experience, but if they see you first and you are on your own you`re screwed.
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Never trust a Makarov to finish the job...
okami (DayZ) replied to Cap'n (DayZ)'s topic in DayZ Mod General Discussion
I agree, they should increase the damage of many weapons (Makarov, Revolver, M1911, but also Bizon, AK 74 aso) or decrease the amount of blood you have in dayz. -
obviously not. Hope this answers your questions. Seriously, soon its a year since many of us started playing and still many situations are new and unique. Wait and see how this game develops for you, there is room (and servers) for every playstyle.