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Everything posted by DannyDog
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Why even ask such a question? Literally took me 10 seconds to find out for myself xd Not a copy paste but just nothing really different happening. Given it's only been a week since then.
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Favourite DayZ YouTube Content Creator survey
DannyDog replied to boydy73's topic in General Discussion
Same. Sucks that he can't upload much anymore :/ -
DayZ Standalone Base Building is almost here! How do you plan to use it?
DannyDog replied to DR. IRISHMIKE's topic in General Discussion
I'm more excited for electricity and being able to some how power a small house with working lights, stove/oven, heater. Can't wait. -
Said trello pictures: https://imgur.com/a/ksuiY Also man i wish the developer discussion subforum was revived.
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That's true but I don't really understand this. Wouldn't it make sense for someone who's surviving in the apocalypse to want to stack as much clothing as they can for warmth? I can see it being more of a weight, size and heat problem where eventually it'll restrict your movement trying to squeeze more clothes on or get too hot.
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Game isn't in beta yet dude. Like Gobbokirk said. Also there's your problem mate. Chernarus isn't set in 2018. It's not some modern day suburban land that you think. If you're not happy about the map you can always wait for map tools to make one yourself. Though i'm not saying its perfect and doesn't need any changing but what you're judging it on is entirely irrelevant.
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I don't think this is the kind of critic that is needed. They stated bodies will have an initial death animation which then cuts mid way into ragdoll which gives you the variation. The current game previews you've seen do not have this in yet. You just gave a clear example as to why they are "afraid" to launch it with critical bugs because: Better that they make that first impression as good as possible given the circumstances and not rely on the players own patience and knowledge coming into it. I know that some people will easily understand and be patient if they did release the stress test with critical bugs like occasional crashes. I mean you have a lot of people who play Star Citizen not mind that there are crashes because they understand that its still in development. But also because it feels like its "too big to fail". Read this. This has everything you need to know regarding what they want THEIR beta version to have: https://dayz.com/blog/status-report-28th-november
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Yeah you have a point with your previous post. But i think in this case they stated on a few status reports back that they don't have their team "scattered" but more categorized currently into teams that work on specific features. Like how they currently have their weapons/guns team, audio team, network team, animation team etc. I would say muzzle flashes would be completely independent of any other team which allowed those that are waiting for work dependent on other teams to do that. Since i would say muzzle flashes are completely script based? I mean it's hard to tell but yes i am offering up excuses for them and you shouldn't be coming to conclusions too quickly. I'm also on the fence about it but in the end i don't really care as i'm just waiting for the final product.
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Wow that was actually surprisingly really good. Acting was on point.
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Oh man i was so ready to hear what the radio sounds and echos would sound like but i guess that'll just be a surprise. Also those muzzle flashes are great, but can you tone them down a bit so that they're not as visible during the day and don't occur after every shot? Maybe even make the smoke a bit more transparent? :) Other than that i love how the smoke is even illuminated by the flash as well.
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https://twitter.com/dayzdevteam/status/983650117600325632
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How do you not find that hard to believe? This isn't a company based in america or UK. You don't have every member born into an english speaking family. BI is based in prague, czech and you don't believe most of them can't speak fluent english? At most they all have ESL. Also are you asking why they only have 2 PR's or just stating why they don't just make all their devs communicate about the progress? This isn't very positive.
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That's what the misplaced hype from the community will do to ya. It's all numb to me now xd
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Like half of their dev team don't speak english or not well enough. What did you expect?
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Pretty much this lol. How many low recoil posts are we gonna get though :/
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This is true and it also has to do with a psychological aspect where we are fearful of uncertain things. Zombies we know will 100% always try to kill you but players... players are tricky. But i think the fear of death should be more of a factor rather than being afraid of AI itself. When zombies end up being bullet sponges and are more like l4d2 then i'll think twice before ringing the dinner bell.
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I think something better would be for them to function as real interactable doors but they are just permanently locked. As players try to open them they "hit" something blocking it from behind like nailed planks. Idk tbh they should really think about completely making every single building have enterable rooms because it seems like a cop out. Hopefully they'll decide to just gradually implement more rooms to buildings slowly removing the metal bars to the doors as they go.
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As much as I would like this, i don't see it happening since it'll be fine with just having the branches pushed to experimental. Sure it'll be better if they didn't have the overbearing waves of potential trollers spamming "this shit is broken, lol 4 years alpha" but in the end those who genuinely contribute to bug testing will be all they really need to care about. Like us forum bros.
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I really think it comes down to style. Personally i wish it had a similar style to the last of us where it really felt like you had "weight". Otherwise I don't really see it being really janky enough to be ashamed of it.
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Oh yes another factor we haven't mentioned that you just brought up now is fatigue affecting the speed of your actions. It should make sense if you're feeling hungry and thirsty that you should be running slower, eating slower etc Visual and audio queues will definitely work but i'm not sure how you could represent the player as energized and hydrated? Maybe their posture is stronger? Their breathing is noticeably more clear? But regardless i would still like icons to be more of a minor ui element that only appears when it's actually affecting you and to be honest I don't think arrows should even be a thing as generally players irl would already be aware that sprinting, wearing hot clothes, doing heavy actions would affect your hunger differently. Though for the sake of the game I understand why it would be in there.
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I'm not entirely sure how much it will affect issues like yours but .63 will be very different in the way it runs. But to address your issue now do you have DayZ installed on a HDD or SSD? Micro stutters are usually the result of poor object streaming occurring when turning around/moving.
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Woopsie didn't see that in ops post lol.
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Is there like some sort of stereotype that people with bad connection are from Australia? Cause I never knew it was a thing but i see why lol.
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I think you're on to something here. Current state the status icons in your inventory only show up when you're technically feeling something (being hungry, energized). I actually really like it only showing/fading in when its not close to equilibrium.
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Some questions to the devs regarding the content shown in the stream
DannyDog replied to exwoll's topic in General Discussion
What kind of lag are you talking about? All i saw were 1 second screen freezes mostly due to the stream itself. Didn't see much lag tbh.