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Dancing.Russian.Man

DayZ Forum Team
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Posts posted by Dancing.Russian.Man


  1. 36 minutes ago, philbur said:

    I would suggest you run through the main points of "interest" for your testing team so we can immediately jump in and get you guys some initial feedback that is of a more focused nature.

    The upcoming release of the EXP test build can quickly become a mess if we all just pile in and blast the tracker with random feedback.

    I don't remember where I heard this exactly, but I recall Eugen(?) saying that the stress tests themselves will be "focused," as in, features the devs don't need feedback on will be disabled. The stress tests may include stuff like altered spawn locations and gear to make it easier to test stuff.

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  2. 3 hours ago, Girth Brooks said:

    You get mad whem mommy doesn't immediately make you a sammich when you demand it? Definitely. 

    In this case it was mom telling you she would be making dinner soon but it's past midnight.

    No need to get upset yourself either. 

    • Thanks 1

  3. 15 minutes ago, Tarek_lb said:

    You can use Spatial OS ? 

    Can and should and will are all different things.

    Not only would the devs have to yet again rework their architecture and throw away previous work up to now, which they really can't afford to do and while SpatialOS might allow for big player counts, people can no longer host their own servers. (How are they going to react to their servers being taken away permanently?) SpatialOS games don't seem to really support modding either, so that's one of the core pillars of DayZ out of the window.


  4. @exacomvm Real MMOs like Lineage 2 don't run on a similar server setup as DayZ servers. Nothing is guaranteed right now, but a general increase is likely, based on what we know about SQF, EnScript, and everything else related to the server performance improvements. But 300-1000 is way overly optimistic at this stage.

    I don't recall any talk about loot being spawned in a radius around each player either. That's how the mod worked and it created some metagaming the devs want to eliminate. 

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  5. 6 hours ago, [Gen]Adzic said:

    You all set yourselves up for major disappointment.. people talk like 0.63 is going to be DayZ? That once we get it then everyone is gonna be happy to have waited even longer to enjoy it. Honestly i fear too many people are trusting to what's probably going to be another unfinished, dissapointing, buggy version/update of the game. Just for a second imagine the massive pressure that delivering 0.63.. up to everyone's standards and expectaions must be on the devs? 

    I really do admire people's enthusiasm, trust and hope. Especially after all these years.. Just be mindful and be prepared for not only joy of difference and something new.. but also the chance for sorrow since its yet again unfinished.

    Of course it won't be "finished" -- otherwise it would be called the 1.0.

    Edit; Also locking the thread since the Brian Mystery has been solved, this doesn't need to devolve further.


  6. 5 hours ago, Clayztobi said:

    Maybe I am wrong, yet I believe Eugen Harton said "there is a bug with the zombies". Which was why they weren't included in the stream. 

    Yes, we're talking about the same thing. Reducing their speed is not a viable solution.


  7. 3 hours ago, Clayztobi said:

    From what I was to understand about the stream recently released. (Attention to the Zombies) Was there is an issue with the current zombie build in the .63 version. Therefore this forum was produced to hopefully help the developers find a solution.

    Was not meaning to make it sound like a nerf request. In all reality my suggestions above would intensify the zombie experience in its own little way. 

    The problem mentioned in the stream was not related to balance at all, but networking. 


  8. 31 minutes ago, Sqeezorz said:

    Yes, I read that.

    Does that include missing all status information from the inventory screen? (That was my consideration for Hardcore).

    https://youtu.be/-RmJrnp85K0?t=4844 - "Completely zero HUD is absolutely possible on any server."

    By the way, you can see in that time-stamp that the HUD icons can/do have color on them as well.

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  9. 7 minutes ago, exwoll said:

    But here I´m explicitly asking about the visual effect it will have  from the player perspective, or the internal effects the different statuses will show themselves for the player playing the character it´s affecting.

    Ah, sorry for misinterpreting the question. In that case there isn't much at all that has been shown or talked about (but I would assume the desaturation from low blood isn't going away).

    Maybe a dev can pop in here to comment, or talk about it in a later Status Report.


  10. You should go watch the recorded streams of 0.63 and Gamescom. The devs have demonstrated or talked about their plans for most of these, including a list of active characters with stats in the main menu, but those might not make it to the initial experimental builds.

    Character status will be conveyed through character animations and sounds where possible, like animations for low health, broken bones, exhausted/heavy breathing, reaction to melee/fall damage, etc. The particle system was redone with one of the goals being able to show bullet wounds on players and maybe pools of blood on the ground, but that hasn't been shown yet (but the particle system is being used for guns already).

    Headgear affecting the players vision hasn't been talked about, so I think that's unlikely to happen anytime soon. The same goes for spawn/death view, aside from the current full-body animations that will transition to ragdolls.

    Here are some links:
    Devblog about the early 0.63 demo that people played at Gamescom
    Most recent 0.63 livestream --- And my notes on it.
    0.63 Ambient Sound Preview
    0.63 Watercourses Preview


  11. 4 minutes ago, Sqeezorz said:

    Maybe there will be a possibility in the final version to set the HUD on its own, almost like "easy" (much information); "medium"; "hardcore" (intuitive only via sound and animations)

    The HUD can be toggled, so there's that.


  12. Just for clarification, "UI like for Ark" means an editor of sorts, with things like the game view and object hierarchy/properties visible.

    There will be some kind of graphical interface for the modding tools, maybe separate programs for separate things (but I'm just speculating). We've seen a few peeks a while back (namely some CLE tools), but we haven't been shown much else yet.

    But you will definitely have to deal with code. DayZ won't use anything like Unreal Engine's "visual scripting" stuff.

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  13. I really like the idea of using simple shapes to represent actions.

    But, I don't think it's as intuitive to put the "up" arrow for increasing stats below the icons.
    I think it makes the changes less clear to read at a glance.

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