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Everything posted by ☣BioHaze☣
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I do not think anyone runs "old school" mod versions like 1.771 or anything anymore. If you go play the mod it will be nothing like what it was years ago due to patches etc.
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I had a feeling this topic would be difficult to keep on track. Especially without much pre-release content to pick over. /open vent When I read 90% of posts on this forum and see the lack of understanding of the core concept for DayZ, and see the lack of understanding for the reasons of the current state of the game; I begin to sympathize more and more with the devs who have to suffer wholesale ignorance at every turn. People DO NOT follow the development of this project very closely but invest massive amounts of time playing and think that makes them knowledgeable. If you are paying attention you'll see the chaotic mix of random people popping up on here posting the oldest bugs and glitches and posting the same complaints as if this forum was started 2 weeks ago. Endless new people with very little understanding of the game they bought outside how they taught themselves how to play the broken feature poor ALPHA. From a design perspective, DayZ has been discussed here for nearly 4 1/2 years! /close vent Bring on .61!~ Bring on the Zambeez! Release the hounds already! :D
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Why not post the newest pics too?
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Will every town, village, and city, be configured for dynamically spawned infected? I feel like nearly any location with habitable human space should have a chance for less than healthy occupants (infected people).
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Thanks!
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Is anything changed with damage values for the weapons in .61? I think most of us would agree that the shotgun needs some tweaking.
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I've taken to following Trello as the pictures there allow my imagination to extrapolate on the possibilities that future builds may offer. Basebuilding is not something I am particularly drawn to but I do believe it offers massive nearly endless game play possibilities for groups. Why would the netting block 2 sides on the highest level...? There you go, the first look at base building assets in a very long time. With all this wood.... we better get Molotov cocktails!
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So these massive bases full of loot are hackers, right?
☣BioHaze☣ replied to bfisher's topic in General Discussion
No. Large camps don't always mean hackers. My friends accumulate enormous stashes when playing regularly and rarely have more than 6 people working on a camp. -
More Trello treasure.... Looks like the very first picture of a DayZ character aiming inside a vehicle! "Drive this car to Cuba!!"
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Anyway, being able to carjack or defend oneself from inside a vehicle will add some interesting possibilities for bandits and mobile armed encounters. Currently when inside a vehicle you get the distinct "fish in a barrel" feeling.
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The DayZ content on the official Trello is only from the devs as far as I know and always has been. This is all stuff that is at least a work in progress internally or at best nearing inclusion in an Experimental patch.
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Basebuilding Watchtowers preview added to Trello
☣BioHaze☣ replied to ☣BioHaze☣'s topic in General Discussion
But you cannot fire through the netting, right? So it's no good for sniping from that level.... -
2-4 weeks is optimistic but that's what I'm hoping. -_-
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1st person perspective only (Message to devs)
☣BioHaze☣ replied to cs_wolf's topic in General Discussion
This. -
We need Schrodinger's Zombies, I think. Or a time machine to bring back servers from 5 years from now that fully loot stock and populate Chernarus without a single frame dropped? ༼ つ ◕_◕ ༽つ Give SA .61
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The mod had military infected piling out of crashed helicopters like a clown car, funny to watch. And yes, police infected around the police cars would be cool too....
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"Abandoned safehouse" might be a cool dynamic loot event but there should be more infected around such a thing to raise the risk/reward quotient. After rereading the status report regarding dynamic spawning I think I understand what area spawn vs player spawn might mean. An area will always spawn a base number of infected in addition to the globally spawned infected when a player or players enters an area using multiple factors to decide their numbers other than player count such as, size of town/city, and value of average loot in area, which actually makes a bit more sense. Per player allowed for meta gaming as you could estimate the size of a party if you can observe the number of infected their presence spawned.
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Yeah, I have a couple of questions about this system myself. From the Status report - "Peter and I have also gone over behaviours of per player dynamic spawning, and what the technology of the Central Economy will allow us - and have pushed for changes in that area to switch to a more area based trigger rather than per player, to reduce player ability to try and meta game the system." I would like to hear the difference between "per player" and "area based" explained a little more please. I would also like a little more detail on what you meant by "what the central economy will allow us", in regards to dynamic spawning.
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It's really cool, the bumblebee whozits, but when I think apocalypse aircraft my mind always comes back to....
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The wait for this patch is utter brutality. Considering you've opened up the topic with nothing to share initially; I hope you come up with some real juicy stuff. I'm having trouble seeing the light at the end of the tunnel. Kudos to those of you who continue to play .60. The current stable version is one of the least enjoyable for me, ever.
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Excellent article by Eurogamer - Must read
☣BioHaze☣ replied to QUAZIMOFO's topic in General Discussion
Thanks for sharing! -
Will the new Infected Spawn mechanic add more zombies?
☣BioHaze☣ replied to kumando's topic in General Discussion
@OP Furthermore, let's all hope that the eventual merging of components and optimization of same pays dividends performance wise, which might allow for more global and dynamic infected in the end. It's more secure and lends itself to cleaner reproduction client to client if infected are handled server side. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I hope that every small town/village is configured with dynamic infected spawn points in .61. I don't care how it's done as long as I feel like I am dodging/confronting them often. Have you noticed infected "pop in" when spawning during testing, Senor Hix? Hopefully clever ways of spawning them in are being devised so we cannot see it happen... -
We ARE getting a variety of attacks for the infected, if I am not mistaken. We have also seen how they will attack doors/barriers. I too would like to see a great variety of possible attacks and combinations of attacks by the infected. Differing attacks per infected type might be too time and resource intensive at this point but I very much like the idea. I hope the infected get a lot of attention in general; besides health/environment, they will likely be the 2nd most engaging element in 1.0.