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☣BioHaze☣

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Everything posted by ☣BioHaze☣

  1. ☣BioHaze☣

    Stable Branch - 0.60 Discussion

    @General Zod Seriously, why don't you have the knowledge given to us through the status reports and other information outlets to understand that the new player controller incoming will likely fix bodies blocking player movement.... you know, rather than making a jab at the ill perceived lack of quality of the hard working devs who are making the game you love so much. If this truly bothered you this much you should have the wherewithal to follow the issues closely, right? Maybe making mature and insightful suggestions to the devs in the proper threads whenever you get the chance; that would be a productive/constructive use of your energy. If most people dedicated as much effort to following and comprehending the development path as they do to playing a completely broken and feature poor non-DayZ ALPHA title they might understand a little about what's on the horizon and why things are done in a specific order.
  2. ☣BioHaze☣

    Status Report - 02 Aug 2016

    Oh man.... I can almost taste it!
  3. ☣BioHaze☣

    Status Report - 02 Aug 2016

    Looking forward to all these amazing changes, many of which I could only have dreamed of in years gone by! Thanks for all the hard work! Please release .61 BEFORE my vacation! THANKS@!!
  4. ☣BioHaze☣

    Exp Update: 0.60.+++

    Some cool new sneak peaks on trello! Multicar! https://trello.com/c/X8an2nNS https://trello.com/c/Oagli0OO https://trello.com/c/4RVkhyeK
  5. ☣BioHaze☣

    Exp Update: 0.60.+++

    The latest SteamDB activity is in a format I have never noticed before. Usually there is a line or 2 showing "encrypted...." before internal debug info. This was only internal debug info with no er, prefix. WHAT DOES IT MEEEEEAN. D:
  6. ☣BioHaze☣

    Exp Update: 0.60.+++

    I'm seeing some fresh Experimental activity on SteamDB... I wonder what's brewing?
  7. ☣BioHaze☣

    Arm the Infected!

    My point exactly (put more succinctly), and 100% agreed, I've said all I need to on this topic.
  8. ☣BioHaze☣

    Exp Update: 0.60.+++

    Life imitating Alpha! *badum tss* Do want .61! As you were.
  9. ☣BioHaze☣

    Guitar to the campfire?

  10. ☣BioHaze☣

    Guitar to the campfire?

    Do nazi's typically sing songs around camp fires?
  11. ☣BioHaze☣

    Arm the Infected!

    First off, you thought I was talking about something you wrote when I was talking about the road map and status reports. That's the definition of being misunderstood. Infected don't HAVE to be the way the were in the mod but will fall under the same parameters of abilities. None of which include armed infected ,especially with guns. Also, it's not an insult to say you lack objectivity, if I wanted to insult you I would have said your idea was sophomoric and belongs in some complete other game or mod like, "nazi zombies vs chernarus", you know, for the kids! I never expected you to have read ALL of my posts but you surely don't have a right to call me closed minded regarding DayZ dev, I just make suggestions based on what I know the direction of the game is, not something so far fetched as to completely change the essence of DayZ. DayZ relies on some semblance of authenticity. I can suspend my disbelief for angry animal people in a DayZ setting, I cannot suspend my disbelief to include gun toting infected. Most of the people who bothered to post wrote something like, "No, but here's how I think infected could be more dangerous.". Hardly a resounding chorus of people interested in giving infected guns. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You haven't played with stamina for characters. You haven't played with the new animations system. (New injured animations, variety of infected attacks.) You haven't played with infected destroying barricades/doors. You haven't played with the dynamic spawn system in place. You haven't played with high numbers of infected (as simulated by the dynamic system). You haven't played with ammo scarcity and differing ammo quality AND high populations of infected. You haven't played with horde AI in place (unless you played the experimental build that featured an early version). What did I forget??? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ And yes I died to infected in the mod, early on while learning the game and later when I went on infected killing spree's and bit off more than I could chew.
  12. ☣BioHaze☣

    Arm the Infected!

    Hicks says the infected will never be as much of a threat as the players, not the infected will never be a threat at all. You are not comprehending what I have written and it's very frustrating. The "easily digested" part was about the road map and status report. It's not about "lore" either, it's about the parameters of the infected based on how they were designed in the mod and beyond. Some suggestions, if you understand DayZ are not worth discussing very much, sorry not sorry. Infected firing guns is one of them. Notice, everyone turned this into a different topic, one that has been beat to death.... Having to clarify every other point to someone who is half informed is laborious at best, if you think dissenting informed and intelligent opinions or thoughts have no place here then you don't belong on an open forum. If you had any idea what this place has been like for the past 4 years, or followed my own posts for that long, maybe you could call me closed minded but considering none of that is true, you have no basis to say so do you? I mean you've maybe read a few hundred of my 3500 posts here, right? Yup. I think there is about 1,000 people who really understand where DayZ is headed and a bunch of those work at Bohemia.
  13. ☣BioHaze☣

    Arm the Infected!

    ^How does this = this? You lack objectivity. Your idea is fun to discuss for a moment but would never make Vanilla 1.0 and if you follow and comprehend the direction and concepts that DayZ has presented for the infected you would know that this is never going to happen. In fact, I will send you 100 USD if they put infected that fire guns in the vanilla game. -_- You obviously don't understand the type of zombie DayZ has. The virus has the effect of making the people more aggressive and animal like losing all semblance of human reasoning and changes their senses making their hearing keen but their eyesight poor.
  14. ☣BioHaze☣

    Arm the Infected!

    I would be shocked if anything really big in the way of changes was still not revealed yet. Arming the infected, if it were going to be in Vanilla DayZ 1.0, would have been confirmed by devs a long time ago. So basically all that easily digested info you referenced is for the most part the stuff worth discussing, i.e. roadmap/status report content.
  15. ☣BioHaze☣

    Arm the Infected!

    Hi! They are currently working on a range of melee attacks for the infected and they will also be beating down doors in a variety of ways. Infected will be working together when hive mechanics come into play as well. Stamina for players is not in place (but is in place for infected), which makes them easy to outrun. New hit boxes, new animations for players, ammo scarcity, advanced AI behaviors and sensors updates.... so much is still to come! I am amazed by how few people can conceptualize what DayZ 1.0 will include.\ All of the information is out there. Just about everything worth discussing that will be included in Vanilla DayZ 1.0 has been told to us. Now take all that info, sit back, close your eyes, and dream of DayZ; because it's still a long long long way off.
  16. ☣BioHaze☣

    Stable Branch - 0.60 Discussion

    Let's not belabor this business too much. I think he "left" on his own. I enjoyed some of his content related to his RP adventures but I never really understood his views on DayZ dev. Anyway.
  17. ☣BioHaze☣

    Stable Branch - 0.60 Discussion

    Can you aim a bow indefinitely right now? A bow can only been drawn and aimed properly for a short period of time. We need a finite window for aiming a hand drawn bow before the character drops his arms and you have to reset, like a type of stamina.
  18. ☣BioHaze☣

    Status Report - 19 July 2016

    Will we see the restock timer turned on in initial public experimental release of .61?
  19. ☣BioHaze☣

    Status Report - 19 July 2016

    Thanks for hard work devs/all! I was hoping we might see .61 before the next status report but judging by the blockers remaining I now believe that may be overly optimistic. Good luck!
  20. ☣BioHaze☣

    Stable Branch - 0.60 Discussion

    I hope at least in time for or before the next status report....
  21. ☣BioHaze☣

    Stable Branch - 0.60 Discussion

    I doubt this is as simple a fix as you think. Things could be tied to collision detection that when turned off break other things... you just don't know. The new player controller will likely solve this without wasting time on a patch (yes, wasting time). The entire animations system is getting an overhaul as we speak. This will solve an entire sub set of bugs and problems but may bring all new bugs and problems as well. So, time spent patching over the current placeholder system is time away from coding a brand new far superior system.
  22. ☣BioHaze☣

    Exp Update: 0.60.+++

    Yeah, vehicle vicinity desynch has been getting progressively worse for quite a while and I imagine the lions share of work/optimization is no where near complete yet. Looking at the trello recently gave me hope though. Try to imagine a time when we need belts and a distributor cap and you'll realize just how much work still needs to be done. Holy shit.... I didn't see a lot of this wolf stuff that Hicks put up! https://trello.com/b/5yzeFpo2/dayz ^Scroll down on the sidebar and then even press view all activity once you get to the bottom. There should be some of the car part models in there somewhere. Edit: https://trello.com/c/QJypA4El/50-vehicle-maintenance-parts ^For some upcoming car components models, it was pretty far down.
  23. ☣BioHaze☣

    Exp Update: 0.60.+++

    No worries, it's a little mysterious of a process but usually Experimental is running a different build and then if that build solved a known problem the build is then pushed to stable bringing them in synch. A full version number difference in the 10's column (6.1, 6.2, 6.3.... etc) indicates major changes from the last stable candidate and at our stage of the game (no pun) means whole new modules (audio, animations system, etc), and game mechanics which is a much bigger step than the successive bug fixing throughout the Experimental process which is more incremental and nuanced in nature. Lately we have had some brief descriptions of what has been fixed from build to build but this is historically unusual and currently a little sporadic. I hope that helps!
  24. ☣BioHaze☣

    Exp Update: 0.60.+++

    No. That will be in .61. This is all .60. Also, dynamic infected spawn >>>> predators, IMO. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Give .61
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