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Everything posted by Bribase
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From what I understand, the diagnosis of specific diseases is going to be part of the game so reading and interpreting the state of your character is going to be important. To that end it's always going to be more intuitive to have on screen icons and sounds that when read together give you an idea of what kind of medical issue you have. i.e: Coughing and feverish? Probably flu. Vomiting and fever? Food poisoning. Low body temp, low ambient temperature coupled with loss of coordination and shivering? Hypothermia. Headache and high ambient temperature? Heat stroke. I think it's quite easy to create a range of player states from a small number of icons. I humbly anticipate a diarrhoea icon.
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Me too
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IMO It seems like a miss step and one I can't fathom why they made it. I thought that one of the intentions of SA was to make the game more immersive and intuitive; To make the character embody the player much more. It makes no sense from that perspective to opt for text describing how the character feels over an intuitive HUD. Especially when the text is nebulously worded, What's worse, Pounding or throbbing? Feeling hungry or wanting to eat something? It does much more to draw you out of the experience than the icon system did. Also, and take this with a pinch of salt because I'm sure it's an alpha/balance issue. I find myself gulping down drinks continuously because it's constantly nagging me to do so. There's no way of gauging accurately how pressing the issue is, nothing to show if drinking, eating or resting is making a difference to the state of my health and more warning messages mere minutes later. None of these problems were associated with a HUD based system. Finally something has to be said to those people who think that because the game is alpha all criticism is unwarranted. There is nothing wrong with healthy criticism about a game in development, especially when many believe that certain design decisions are making the game worse, not better. I don't expect this to be a finished product, I do expect they'll do a great job of the SA when it's done but I also expect that Rocket and the team will appreciate well thought out criticism.
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DayZ Developer Blog 7th September 2013
Bribase replied to SmashT's topic in Mod Announcements & Info
I had my doubts after the delays but It looks to me that as long as the stability issues are sorted out the devs are going to nail it. -
RIP GB Wireworld Server - it was a lot fun.....
Bribase replied to macwireworld's topic in Mod Servers & Private Hives
Thanks Mac! -
RIP GB Wireworld Server - it was a lot fun.....
Bribase replied to macwireworld's topic in Mod Servers & Private Hives
Sent you a message Re: Whitelisting, Mac. -
any lag free UK/EU servers? (vanilla/origins/bp)
Bribase replied to Rifle Eyez's topic in Mod Servers & Private Hives
GB Wireworld is my home server, forum page here. It's a whitelisted private hive server run in the UK. Mac, the owner and administrator has poured a lot of money into getting everything running smoothly and relatively lag-free. It's mostly vanilla with a couple of added extras, nothing gamebreaking. The player base is a good mixture of bandit squads, lone wolves, well meaning survivors and a couple of dedicated medics (with more coming with the tougher spawns of antibiotics and bloodpacks). Mac also runs a 64 slot teamspeak channel that is required while playing; You can jump onto a channel by yourself or join an active channel if you want to team up or ask for assistance. Things have been somewhat quiet lately but there are still plenty of old faces around and new players logging in for the first time. Send Mac your GUID here. Tell him I sent you. -
I'm not trying to be sarcastic. I don't play it because people keep opening threads about it that seem like thinly veiled advertising. I won't be marketed to on a public forum or comment section and won't be playing the mod.
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Making new headgear for you really isn't the focus of the build. The helmets are really only there to show off what is possible in the future IMO. More hats and items will be rolled out after the alpha release. What they are trying to show is a sleeker, more stable, hackproofed version of Day-Z with plenty of architecture to acommodate new features, not the new features themselves.
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RIP GB Wireworld Vanilla DayZ Server - It was a lot of fun!
Bribase replied to wireworld's topic in Mod Servers & Private Hives
I'll be back on the server soon, guys. Just waiting for a decent broadband connection to be installed in my new home on the South coast.. Brighton, not Electro. -
I'm getting awfully tired of people (who I suspect to be origins devs) making threads in the suggestions board which turn out to be advertising for the origins mod. I'd try it out if it wasn't for the feeling I was being marketed to.
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It doesn't look like DayZ development is going to go anywhere near this kind of mechanic. Arbitrarily disavantaging players for what could be considered immoral behaviour really doesn't work with the sandbox nature of the game. It doesn't happen IRL and doesn't need to be part of development. If there is to be some kind of karma/humanity system in SA it should be geared towards the idea of giving up subtle clues about the characteristics of other players and letting you react in whatever way you see fit. "Karma" should be dictated by other players' treatment towards you; If you are a heavily armed badass with no apparent wounds but bloody hands, a gillie and a powerful assault rifle skulking around the coast, players will feel the need to KOS. If you're a survivor type with camping supplies attached to your backpack and a versatile but not overly powerful weapon in your hands they might treat you differently if they find you hunting in the wilderness. It's about letting the player decide how to react, not the game.
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Yup. Most helmets, especially crash helmets are used to protect from blunt force trauma. That would include protection from zombie attack, vehicle crashes (obviously) and concussive effects from explosives. Crash helmets are mostly extruded polystyrene which is great for cushioning your head but sharp objects like bullets can pierce them easily. Even military combat helmets, although they are shaped to have as much reflective surface as possible, can't stop most bullets.
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I concur. It would have been a boon to the aforementioned development team if they were to avail themselves of a more scholarly individual; One that could endeavour to thoroughly elucidate on the transfiguration of our beloved mod. Such variance in method, when applied to successive video broadcasts would serve to illustrate the trajectory of their efforts with much greater acuity.
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So...How long until a DayZ ARMA 3 port?
Bribase replied to leviski's topic in DayZ Mod General Discussion
It'll be interesting to see if someone makes a decent port to ARMA 3 that includes a feature or two that SA, despite their professional level of development, is missing like the movement modifiers, ragdolls or vehicle physics. We still have no idea what is in store for us with the SA but I can conceive that a dedicated mod team could give the professional SA team a run for it's money. -
DayZ vs. DayZ Origins.. many new features!
Bribase replied to timedance's topic in DayZ Mod Suggestions
I don't see a suggestion here, just shameless (self?) promotion. -
So...How long until a DayZ ARMA 3 port?
Bribase replied to leviski's topic in DayZ Mod General Discussion
I'm buying a physical copy just to use as a coaster, Do I deserve it? Better yet, what business is it of yours? -
I think that's a little shortsighted. The suggestion in the OP isn't a rule or restriction; it's a feature of the game. If applied properly someone that hops onto a new server can "read" the hostility of the map by estimating the zombie numbers. Well organised players could try to make the map safer for everyone by lowering the zed numbers. The cool thing about it is that control of the zombie population is self correcting; brazenly open up on the horde in NWAF and you're likely to get your position located by bandits for an easy kill, likely spawning more zeds than you managed to take out.
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While I would never want the game map to be rid of zombies completely, I really like this idea. It's a subtle way of making the gameworld reflect the atmosphere of the server. Players that collaborate to keep zombie numbers low can enjoy a generally peaceful server. Servers with a high PvP count or less sucessful players overall can be considered more lawless and less able to control the growing horde; focusing too much on banditry or generally failing to survive the apocalypse.
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Why would you want to trade it for a holo-sight? Do you know the G36A and G36K have both an ACOG style scope as well as a reflex sight? Try pressing your switch optics key before you trade it in.
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For the love of god please remove the knock out mechanic
Bribase replied to badger05's topic in DayZ Mod General Discussion
Infi, your posts are making it sound like the game is giving everyone else the advantage over you. Do you see how unreasonable that sounds? Do you understand that the weapons in game are just as effective for you as they are for everyone else? You could also try to be constructive and give us a realistic idea of how many times you think a person could be shot in the chest without being incapacitated. My guess is twice with any calibre weapon. The fact that you were holding military spec assault rifle wouldn't make much difference don't you think? -
An animation idea when logging in the world to give inmersion.
Bribase replied to Henryllex~'s topic in DayZ Mod Suggestions
Sounds good. Just something simple like beginning in the seated position using your backpack as a seat, your primary weapon leaning next to it. You take a few seconds to stretch your legs, put on your pack and ready your weapon. There is a small impact on gameplay here, you don't want to take 10 seconds to ready yourself in a high PvP area. -
Yup :thumbsup: . It'll be removed in SA. I wouldn't assume that this will make headshots any easier though. It looks like from the last Dev video that they are planning on giving the zeds the behaviour of having neurological impairments. They might walk in straight lines but they'll have jerkier, less predictable movements overall. Scoring consistent headshots might be even tougher in SA, plus they'll run indoors. The Devs were modelling zombie movement on this scene from 28 Days later (excuse the father Ted audio).
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I don't really see a useful application of jumping in game, considering the kind of height you would achieve with a full backpack and carrying an assualt rifle. I'm all for a fuller range of movements but the emphasis should be on making vault and combat roll a smooth and reliable way to traverse fences and such. Here's an idea. Why not extend the vault animation to being able to lift yourself up onto low platforms like train station platforms and major industrial buildings.
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I opened another thread about this A while ago. It would be interesting to be able to toss ammo and other items to your squadmates, to drop your weapon with a single button press and simply to be able to exchange items between players without having to make space in their backpack each time. The main problems are in it's application: first of all would be difficulty in selecting what item to throw, would you have to end up pressing weapon switch a dozen times until you find the item you want to throw? Even using the scroll wheel to select would be a very inelegant solution. Secondly, it seems like ARMA doesn't really support the physics of this sort of thing. It means either creating a tumbling animation for each throwable object or dealing with the thrown item fying in an arc while it stays straight and level. Thirdly, the only animation we have for throwing is grenades, bottles and cans. Will new animations have to be mocapped for throwing everything from car wheels, to rifles, to backpacks. It's a lot of new animations that will take a lot of work to make realistc looking.