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Everything posted by DannyDog
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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. -
I'm not sure how i feel about this. It's a good idea but @-Gews- makes good points about "unable to have proper accuracy/control" as a bambi.
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0.63 Developer Live Stream - 14th March 2018
DannyDog replied to Baty Alquawen's topic in News & Announcements
I stopped right here. You're essentially telling the devs not to make the game they want to make. Can you see how wrong that looks? -
Lighting of players vs environment is an issue
DannyDog replied to Buakaw's topic in General Discussion
Those talk more about tweaking world lighting values and post process coloring. What we're wondering more about is why shadows in "dense" forests are bright or why areas that barely have exposure to light aren't dark? The fact that they haven't tweaked it yet should show that its not something that the current lighting system can differentiate? Not sure. -
Lighting of players vs environment is an issue
DannyDog replied to Buakaw's topic in General Discussion
Yeah, I'm not very knowledgeable when it comes to lighting and shadow systems in game engines. So it'll be nice if they shed some light on why DayZ's environmental shadows and lighting look like that compared to current gen engines. Would definitely love to see some good lighting and shadows like in a lot of naughty dog games or DICE. -
0.63 Developer Live Stream - 14th March 2018
DannyDog replied to Baty Alquawen's topic in News & Announcements
4 am v_v. LOVE YA -
Humanity in DayZ - Concept Video by "uncuepagamer"
DannyDog replied to elvisarhs's topic in Suggestions
Wouldn't the current damage system imply that the devs wanted to punish KOS or killing without reason because a couple of bullets and all the gear is ruined? And at this point, what kind of game DO you like? I'm all for any system that makes the game more fun (which is entirely subjective i know). But thats why we'll get modding :) -
Humanity in DayZ - Concept Video by "uncuepagamer"
DannyDog replied to elvisarhs's topic in Suggestions
It's like one of the first things i'm going to mod in. That and probably more sound mechanics or better cooking.