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Everything posted by Bribase
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What about a "Doctors kit"? Use: Take Vitals
Bribase replied to DevilDog (DayZ)'s topic in General Discussion
Awesome idea! I think that future development is going to have an emphasis on diagnosing certain illnesses, an item like this could give them an advantage. Also getting an accurate read of their blood level and general health would be useful to a player. I would like a medical armband to be included as a clothing item with the kit. I wish there was a way to ensure that it isn't the simple posession of the loot but the person who uses it that is important. It would be good for the kit to include a basic first aid manual with it that can be read, basic medical skills learned and the manual discarded. This ensures that a medic can diagnose and heal but people need him to help them, not for them to need to help themselves to the loot on his corpse. I want to see medics prized for their skills. I also want to see players masquerading as medics so they can get the drop on other squads. -
What is your favorite new Feature/"Quest"/Item?
Bribase replied to soxrule4life's topic in General Discussion
Clothing, appearance and the way it integrates with the inventory. I like having to balance considerations like visibility and utility with other players' perception of your threat level and how accomplished of a player you are. -
You might have a point there.
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Oh, that's all. You'll pleased to hear that you can level buildings and knock down fences in the same way that you could in the mod.
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You make some good points. I think that DayZ would benefit from having some form of physics engine implemented. It's great deal of work but it would benefit the gameplay in enormous ways from everything from loot to vehicles. Unfortunately what you are doing is comparing DayZ, which began it's life as a mod for an ancient game engine, to games which have budgets in the tens of millions, vast teams of devs and shareholders to keep happy. It's comparing apples (pristine) to oranges (Badly damaged). What I find perplexing is that you think that the devs have not been transparent on the lead up to release. The guys post updates and announcements on this very forum. Dean updated his blog when he got the chance, explaining that the reason why he hasn't gotten around to it is because he has been doing the expo circuit with extended Q&A which we can watch on youtube. I'd be surprised if the lead developer of The Division, Watchdogs or Crysis 3 has this level of back and forth during development. You also have to bear in mind that DayZ as a concept has been plagiarized by competing developers; often ones who are willing to push out a sub-par knockoff of DayZ with a shorter develpment time. I'd be cagier than Dean has been during development if I were in his shoes. I know you're going to simply accuse me of being a mindless fanboy. Just try to reply to my points as you do it.
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I think that the more realistic item would be the ol' mirror on a stick kind of craftable item. Hard to implement though because the ARMA engine doesn't do picture in picture as far as I can tell. I don't think that periscopes are very common military gear nowadays are they?
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Anyone found that ship that was in the devblogs yet?
Bribase replied to execpro22's topic in General Discussion
I haven't run into any glitches on it at all and picked every in inch clean. It looks beautiful in the sunlight and I love the way it's such an interesting place to attack/defend; I can imagine people popping up over that hill's brow and having the higher position but the guys on the ship having superior cover, not to mention glare from the sun if it's a morning raid. -
what kind messages you will leave on NOTES?
Bribase replied to gamer222's topic in General Discussion
I think that notes will be important to my playstyle when radios get implemented. I'm going to flyer every town with my radio frequency to advertise my skills as a medic. Hopefully they'll thank me when they run into trouble and not shoot me when I leave. -
Thanks for the tips, guys. Now I can run both cores at 50% instead of one at 98%. Really appreciate it! :beans:
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Anyone found that ship that was in the devblogs yet?
Bribase replied to execpro22's topic in General Discussion
Why wouldn't you want to go on a little quest to the NE to find it instead of asking for coordinates? It's a boat, It's not going to be inland is it? -
Development is geared towards making your character's life more precious. Giving a player multiple characters will make each of them seem cheaper.
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Yup. Radios are going to provide an amazing metagame. Plenty of room for snooping, trolling other squads, putting out contracts, calling for assistance and providing distractions. I just hope that people realise that using them provides a way more exciting form of communication than the telepathic link that VOIP provides. No way of forcing them to use them but I certainly will.
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There has been quite a lot of flack about the masks being added to the SA, mostly because people feel as if they don't fit with the setting or the tone of post-apocalyptic Chernarus. Despite being borrowed from a more credible game there is something very WarZ about them. But I think that has an interesting effect when it comes to player psychology. First, I think the important thing to bear in mind is that when it comes to things like clothing items, the SA is much more of a proof of concept for the inventory and character customisation than it is a finished section of the game. The systems are working and it opens a world of new possibilities for the game. The current loot tables for things like clothing are only the beginning and are bound to be changed before beta release. But the point of the topic is, I often find myself coming across masks in game and think to myself "No one is going to take me seriously if I wear this. People will expect that I'm here pretending to be Jason Vorhees or that I'm not playing to survive, but to kill. They won't trust me for a second." I also realised that it's not just the design of the masks at all but the act of covering one's face at all. There are dousens of FPSs where all of the enemies are conveniently wearing helmets and masks to hide their features, from Splicers to clone supersoldiers, to the combine. Not just because faces take a lot of design work to get right but because it stops you from identifying them as people and more as targets. There is a reason why the bandit outfit in the mod had a headscarf on; it's so you see your target as a bandit and not as a person. I'm finding more and more that this approach to clothing is informing my loot choices. I'm planning on playing as a lone-wolf survivalist that avoids confrontation and aspires to be a paramedic once the radio mechanics are in place. I do my best to avoid the more conspicious colours but I try not to look too military either. I held on to my tactical vest but I opted for dull colours but non-camo clothing, all blue (hoodie and pants) but with a military hat. I just hope they come up with a medical armband I can wear to show that I'm at least pretending to be a field medic. I know that bandits and the like will still K me OS but I hope it's not because they think I'm a bambi or a rival military badass. And I hope they feel like shit when they see my medical supplies, radio and armband.
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The consensus has been that if you are to implement a hero/bandit skin then the only effect of this needs to be the reaction of other players towards you. Artificial effects like movement speed, aiming precision and restrictions on weapon use are considered arbitrary. Why not let the bandits be the ones to use the military grade weapons? They obviously have more experience with them. The general feeling is also that trying to socially engineer the player base into being more kind to each other with perks is a bad idea. Player behaviour really ought to be decided by the players, for good or for bad.
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Think of the SA alpha as more of a proof of concept for additions to the mod. It's more about testing the new systems and mechanics than the new assets. There are bound to be more items in general including clothing.
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You really have to consider them through the lens of it being an alpha. I like the way that they move and path now but I'm very concerned about the way they attack you. The infected have always had this problem of their attacks being ambigious; It never really looks as if their fists are actually connecting with your body in any meaningful way. It has been an issue in the mod and I just don't see how it will improve with their current approach. Dean and the rest of the devs understand that the game will live and die on how well zombie movement, spawn characteristics, behaviour and combat are implemented. I'm just not sure how they'll overcome the zed's limitations, even in the new engine.
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Doesn't that simply imply that other people haven't had such bad luck?
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I'd like to see a smaller military encampment on Klen hill (just South of NEAF). I can imagine that it was chosen as a base of operations because they thought that the hillside would slow the zeds down and the elevation would make it easier to defend. Gameplay-wise, I think that smaller military loot points in key areas of the map are the way to go, not beefed up variations on prexisting military locations. Klen would also be an interesting place to assault and defend; Attackers are concealed by cover right up to the hilltop, defenders have the advantage of high ground but nowhere to withdraw to if the battle doesn't go in their favour.
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I'm not really asserting either, Dallas. All I was saying is that "It has been there in the past, therefore it ought to be there in the future." Isn't a valid argument. As I said upthread, a consensus on this is impossible so choosing it in server settings is the way to go. I agree that going into 3rd does break the fatigue but I still feel that it's far to exploitable to be considered a trade off for it's benefits, especially with the new features in standalone.
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It would be awful if that was the case. I'm guessing you are quite new to DayZ but in the Mod it was common practice to get killed in a protracted firefight only to run to your base, bypassing actual loot spawns, to gear up and rejoin the fight in the same location. It would be far, far worse if you respawn next to your fellow squad members. Not to mention immersion breaking. It's pretty obvious that the devs are seeking to make a clear division between your character and his/her previous "lives", this would only make them seem like a continuous whole. If you want to meet your friend as they spawn in, half of the fun is trying to orienteer him to the right location alive and reasonably geared. Spawning him in at a high profile Northern location with rifles and loot galore is only going to detract from the experience of discovering the map for themseles.
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3rd person doesn't actually do that. What it does is affords you the ability to see more because you are simply seeing your character from slightly behind them, it's doesn't change FOV at all. If your problem with removing 3rd person is the narrow FOV, third person view doesn't do anything to combat this, the FOV slider does.
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No, youre right, it's not the same. In fact it provides a much broader field of view than normal human foveal vision but a narrower overall field of vision. If you want the game to resemble actual human sight you ought to be prepared to have a game that looks like this: No you aren't wounded (and that isn't one of the infected), this is normal human vision.
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That's called an argument from antiquity, Dallas, it's a common logical fallacy. I could make the same argument about how the infected have always glitched through walls, from the very beginning of the mod to the SA. Does this give us any reason to think that we should keep it as a feature?
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How come a lot of people have working M4/Mosin's?
Bribase replied to andrestor's topic in General Discussion
If you're looking for one on the coast I think that an overlooked area is Balota, not the airstrip but the makeshift military camp closer to the coast. It's a sea of lootable tents now, one that people seem to loot hastily and overlook because it's so close to a coastal PvP area. Try there. -
I've been pretty active on the topic in the past. I began to change my mind because of this video by Dslyecxi: Very interesting food for thought. Especially the fact that FOV in 3rd isn't actually wider; it just affords an extra metre or two of vision due to being behind the player. It has been a hotbutton issue for many in the past. I think the only way to put it to rest is to have it as a server option. Well... That or everyone promises to buy an Oculus rift when the consumer version comes out. I certainly am.
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