L0G!N (DayZ)
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Everything posted by L0G!N (DayZ)
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My 1.7.2.5 patch notes
L0G!N (DayZ) replied to andrestander (DayZ)'s topic in DayZ Mod General Discussion
If the infection is a wound it makes a lot of sense? never had an infected cut or something? clearing out all that dirty puss untill it bleeds actually helps healing it, hence 'bleeding', ofcourse there are all sorts of infections so maybe thats what causing some confusion. The word Inflamation somehow jumps in my mind, would that make more sense in regards to bleeding? it's still an infection though?Well ACE has an entirely different functioning inventory system, so it seems entirely possible to do something with it? Then again, if it's impossible to remove slots, it sure it possible to put items in it when we spawn, so put some dummy items in there that can not be moved elsewhere, and use those to block off the space ;) -
I think this may work by making certain cars an industrial spawn 'location', with a large chance to spawn nothing, say: 55% nothing 25% Scrap Metal 5% right front wheel 5% left front wheel 5% right back wheel 5% left back wheel 4% fuel tank 3% engine parts 2% carbattery (*new car part) 1% glass window That looks about right...
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Where to Spawn and What to Bring?
L0G!N (DayZ) replied to Devil Trigger's topic in DayZ Mod Suggestions
How about just spawn everybody with just a bandage, or better yet, nothing at all and in civilian clothing ... -
pistol holster toolbar item (and others)
L0G!N (DayZ) replied to xtechnica's topic in DayZ Mod Suggestions
I will save you guys some troubles comming up with bags, and the holster is already part of this suggestion. The naming of it just doesn't make it to obvious what it's actually about: http://dayzmod.com/forum/index.php?/topic/29729-if-you-are-good-at-something-professions-teamwork/ currently at 13 toolbelt packs both specilized as well as more general slots, please post any additionals if you happen to think of one ... -
While not so elaborate as AA3 , you are free to check the 'full medical' compilation thread (link in my sig or use search) and read it, and leave any comments :)
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This is a survival mod, not a real life simulator :P
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Stop fixing minor issues or call it 'BETA' !
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
@LuCiDiTy That's only something Rocket and teh Dev team can answer, but hearing Rocket speak at various interviews and presentations i think he is well aware of the badblood such an action would cause. If i were him i would likely try and make the mod so that it offers the best player experience the mod can give, and just keep that running. The stand alone will give him the option to expand on the game with added features and content, that just can't be realized in the mod. To then offer this at a fairly reasonable price. Say the standalone costs around 17$, add to that the 18$ or so already paid for Arma2, that will mean that if you buy them both you spend 35$ on DayZ, which is a reasonable price for a complete game, plus you have Arma2 as well ... I think such a thing would be fair to all parties concerned, and would give all those that participated in the Mod and paid for arma the final mod. While those that buy DayZ and just bought arma2 for dayZ a reasonable price for the whole game (including the gametime already spend in the mod) -
Stop fixing minor issues or call it 'BETA' !
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Check the amount of posts and the link in my sig... and i been playing for a month, it's actually in the OP, so no i did not make an account just to complain and a quick check of my vital signs could have shown this. The 2nd part is bitter because i felt the need to vent my frustration in an honest way, even though i held back a bit as to not insult a certain part of the player base. The first part was added afterward because i felt the post alone may be a tad misleading asto how i feel in general and what the actual point is of the post ... aka. make Rocket acknowledge that there are also quite a lot of people that do not care about the bugs, hackers, exploits, glitches etc. because they can all be adressed at a later stage. You may want to read on to the next quote in regards to 'alpha state' ...About the shepard, as far as i know it's been scraped because it couldn't climb hills (i may be misinformed), and NO that is not enough change, if you read the various things i am thinking off in replies i made, the things i want added are actually fairly minor, but they can have great implications on the mod. While a shepard is just something possibly nice to have, but not at all gamedefining... in regards to the things added you might also want to read the 3rd quote... The amount of people that don't understand the implications of what they post makes ME faceplant. Because if you read the description of the Alpha, and then look at the Mod, you can clearly see this game isn't even IN alpha yet, based upon your own description that is, so if i'm saying that Rocket should get cracking on those features, i am absolutely right ! and your deffinition of alpha clearly shows I am! While i agree that testing the actual classes & instances that are created to make certain items work can be fairly limited for a proof of concept (the melee weapons clearly show that melee can be done and that melee can be scaled in damage f/e) ... the reason why i propose the things i did, is because they change certain game-mechanics in other ways than directly tweaking things that are already there... explinations:- Adding a ton more stuff to spawn: chances are always based upon 100% , this means that reducing the spawn chance of ONE item, means some other needs to INCREASE. Rocket can try and balance these loot chances till the zombie apocolypse comes, and it will all be worthless because in the next incarnation there will be a ton more items anyways. What these extra items on loot tables will do though, is reduce the overall chances of other items spawning, or reducing one by alot and giving the free chance space to the extra item. I personally call this 'presuring loot tables' because the more items that are on the list the more 'presure' is created on their chance to spawn. Which in turn makes it harder to find the things a player may want, but it doesn't need to entirely screw the chance on what the player needs, the items are actually trivial for now, but why not make some simple items that can be easy to make & implement. And that may well add some minor functionality to the game (rags for splints, different food items, brokenbags with less slots, torn-map-pieces, notes, etc). These are all little effort items that do what i wrote here, and they will give every player the feeling the game is moving forward content wise. - Reducing inventory space (& toolbelt) + spawning with just bandage : The biggest 'petpeeve' on this forum seems to be KOs & bandits, this in part comes from the partial lack of needing other players, to do anything in the game. Now Rocket could try and implement underground base building stuff, true it's one part of the puzzle. THe other part is quite simple, reduce what a player can do on his own, so he will feel the need for a partner (or two), so tasks and extra items can be devided amoungst the 'team'. This fix is simple easy and can be ready for 1.7.2.6 ... now it may or may not reduce player killing, and it may or may not get people to play together, but we won't know untill trying it, and seeing it seems fairly simple, just do it! - Implement Weight &/or Stamina /copy-paste ACE inventory code : the whole interaction between zeds and player largely depends on ONE thing, the chances the player has to outrun them, and this chance is currently 100%. The moment players can be limited in their speed or their distance the whole interaction changes, Rocket will also have 2 knobs to turn, the player speed/distance and the Zedspeed, instead of just the current situation where it's just zedspeed. But there is more to the game than just outrunning zeds, the game also needs you to travel large distances, so there should likely be a 'jog' mode in there that lets you jog for 15-20 miles at a reasonable pace. This pace should be lower than the zed runspeed, while the sprinting ability should just be 100m or so, which should be faster than zeds. If this could be linked to weight as well, something interesting happens, as newly spawned players will be able to run faster/longer when they are most vulnerable, while the game gets more intense as you get more stuff, now you have more to loose but are also better equiped to deal with zeds. So such a system would not just add more authenticity it also changes the interaction with the zeds, and it needs certain functionality to deal with the game. *!* All these things together will likely lengthen the aquicition of items phaze, and add hightened tensions as the player gathers more things, which also improves the mid-game experience. And besides the Weight/Stamina system, implementation is fairly simple ... -
How do you guys manage to play DayZ with such core problems?
L0G!N (DayZ) replied to Tingle's topic in DayZ Mod General Discussion
And just one thing, just go to the Arma Forums and check upon the bug section there to find out all about arma bugs, it's fairly well known that there are things arma2 can't do, or can do (high modability also gives various ways to hack - in the month i played i never seen one though). There are also hardly any bugs? atleast none that need direct fixing, what the game truely needs is more buggy content and stricter starting and survival conditions. Bugs are for Beta, as they both start with a B ... anything that doesn't make the game crash or gives <10fps on a decent computer, is basically NOT an alpha bug ... -
My 1.7.2.5 patch notes
L0G!N (DayZ) replied to andrestander (DayZ)'s topic in DayZ Mod General Discussion
Some of these points are just silly for a game and you likely know this, so why post them? I can agree with a lot of them, but you are quite soft ... my personal patch notes would include: - [new] players now spawn with only a bandage - [new] all backpacks now also have broken variants with less slots, spawns of all tweaked to add coyote and broken packs. (sowing kit to come) - [new] main inventory now has 9 slots - [new] side inventory now has 6 slots - [new] toolbelt now has 5 slots - [new] ACE inventory & weight implemented (not to sure about the other ones, they may well be good though) - [new] Splints added, Zed ability to break bones back to previous setting, besides legs arms can also be broken <- disables main gun use. - [new] guns are not changed in regards to the changes to recent changes ArmA2, learn how to aim! - [new] Vehicle spawns increased slightly, battery box included as spawn and needed in repair. - [new] all electrically driven kit now need batteries - [new] Cookies, candybars, cake added as food item (heals for 100HP) - [new] Rags added to make splints - [new] Rubbles piles, Dumpsters now have a chance to spawn various civilian items, and parts. - [new] all items have durability, repair kits in the works... - [new] hits from zombies can now also cause an infection (not the zombie infection) - [new] hunted meat has a chance to be spoiled while gutted, if the knive is used on spoiled meat it will carry the infection to other meat gutted, meat spoils with time. Eating spoiled meat will get you an foodpoisoning, causing unvoluntairy vomitting, clears with stock (made from meat, tincan, water). - [new] spawn chance of antibiotics slightly increased, hunting knive has the added function of 'bleeding infection' with which you can bleed yourself untill the infection is cleared. - [new] wodka added, can be used to disinfect knives and infected wounds, can also be consumed, causes getting drunk. - [new] Spawns of all items reduced to make room for all items added. I guess some might be for 1.7.2.6 and i have quite some stuff left for 1.7.2.7 and upwards... -
The third DayZ Playerbase Survey | Final Results
L0G!N (DayZ) replied to eel's topic in DayZ Mod General Discussion
Nice idea, was also nice to see the previous polls and changes in between them ... I must also say that i would like multiple choice answers on the 'What don't you like in DayZ' question. There are a few things i dislike. But there are also things i DO like, why no question about that ? Last thing i wanted to mention. We currently have a startgame and the question is already about there not being an end-game... what happen to midgame?! If i were to compare this game with an RPG, we have abouts upto lvl8 gameplay, given time you may be able to count upto lvl10 in regards to various vehicles. End game usually starts when a character hits max level, around lvl60-80 ... so we are missing the amount of content that would normally fill lvl10-lvl60 gameplay !! before we would start to wonder about where the endgame is! Anyways, hope i will think of this thread again in a few weeks so i can see the outcome :) -
Stop fixing minor issues or call it 'BETA' !
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
@kar, i am not realy talking about big features like building bases, i am talking about fairly simple things like removing inventory/toolbelt spaces, adding in 'broken backpacks' which are just a different version of the same asset, i am talking about spawning us with just a bandage (so that finding ANY backpack becomes a real joy), i am talking about adding small simple items like cookies, candybars etc. that take the modeler and artist a bit of work, and a bit of coding. As putting more stuff on the loottables will effect the spawns of ALL items for that spawnpoint. Likely the biggest thing that i would like to see tested is Stamina for running, as that has a big impact on what zombies 'have to do' as well, i would love to see weight influence it as well if possible (this could be a lot of work, OR, it could be copy/pasting a few pages of ACE code) ... experimenting and adding things doesn't have to be realy huge features, it can also be expanding/changing whats already there, because these things WILL have impacts too. @Orthus, while i generally dislike the discussion about deffinitions/symantics, as i am not a native english speaker. But if you make a game'concept' in python in text version, that isn't the concept phaze... while you may correctly call it a 'concept game', what it is, is a design/mockup of the actual game you intend to make. Sure it may be the first thing you put on paper, but the concept was likely already in your head, the moment you did any more than writing down the concept/idea on paper in words, you are already designing, mocking up ... even though the word used for the result is a 'concept' game ... -
Stop fixing minor issues or call it 'BETA' !
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
@Kar98, don't you worry about what i know of game/software development :) ... all i am saying is, why care about bugs that don't entirely break the game, when you are in the process of building the features, if it doesn't break anything in a huge manner, it can be dealt with lateron ... it may be somewhat unconventional for the tought software dev's, but the base of the game works (because that is arma), the mod also works, zed's spawn, see/hear/run/fight, loot drops/picks-up/works ... but it's clear that can't be the entire game, so there needs to be more added (and not underground end-game base building), the survival aspect has to be stretched into midgame, gearing up has to be stretched over a longer period, there have to be more things to die from, there need to be more inconveniences, and also more alternatives (like splints f/e) ... those things are more important to the game than stopping Server hoppers or hackers, things you may well be able to fix in beta or standalone ... So it all comes down to what you conceive as 'broken' and seeing i can play with all the stuff i mentioned (i do so everyday) there is nothing broken YET ! @Killlg, yeah i do understand why the emphasis has been on the 'bugs', and with nearly 1million :o players it sure must be hard to try new stuff that may or may not be half finished. Or cause some stuff that has people revolt on the forums, but he will have to if he wants to move forward, i think the addition i made is actually a realy good one, he should just strip out a lot of stuff and replace it with other stuff, just to test ... and put an 'OK' on some features somewhere on the forum, so players can be told that those have been deamed OK and will be in the game ... if Rocket is getting tired of bugfixing and the room in the mod is to small to test stuff, then he can't move forward till he either goes stand alone, OR, he just cuts stuff out and makes something else to replace it ... so i may have used a bit of a provoking title and my frustration on progress was vented in all honesty, but please do not get me wrong, i fully understand the various issues he needs to deal with, that doesn't mean though that i have to agree with the choices he makes ^_^ ... but as you can read in the opening part, all i want is for him and DayZ to move forward ! -
Is this a starving game?!
L0G!N (DayZ) replied to FriendlyJesper's topic in DayZ Mod General Discussion
First tip, don't be to afraid to die and loose your stuff, without a doubt you will die and loose your stuff anyways, i died quite a few times in my first week, and in my guild we somewhat say that we don't team up for the first couple of days with new players, as they just need to learn the ropes on their own, if we help them they won't learn to deal with stuff on their own ... Most important is finding out which buildings you can loot, another thing i noticed is that recently the dropping of loot is delayed a bit, so what you may want to do is get to a building you know can be looted, and wait a few minutes far enough to be somewhat save but close enough to observe the zombies and learn, then when it's save run in and check ... another thing that can help is using the internet to find a map of the place and have it handy or study it, almost every town has a road sign so even without a map or compas ingame, you can follow roads (from some save distance) and manouvre through the map to some better locations ... And to answer your question, no this game is not dieing out, in the last few days/week about 50.000 more people joined if not more... -
Stop fixing minor issues or call it 'BETA' !
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Added a couple of things to the OP in regards to the 1.7.2.5 patch note concerns! -
I do NOT agree, and this mod is not failing ... what is happening is that there is content lacking that is being stalled by people wanting minor issues to be fixed first ... minor things like: server hoppers, hackers, unlimited ammo, respawners ( <- though that one may have been helpfull in data collection as well), exploiters, dupers, gfx glitches, bugs etc and so on ... if it doesn't crash the game it's not an alpha bug! Once more content gets added, or the game truely experimented with (f/e cutting down on the large amount of inventory people have), more spawning items so loottables are pressured for items people want, and items they need to be pushed to the edge) so that people are presured to work together, the game will change, and bandit should be kept in mind trough most of it, because they add a lot to the game!
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Stop fixing minor issues or call it 'BETA' !
L0G!N (DayZ) replied to L0G!N (DayZ)'s topic in DayZ Mod General Discussion
Every product basically goes through the following steps (sometimes even multiple times as itterations are being made): 1. Concept/Idea - usually on paper or just in the mind 2. Design/Mockup - sometimes on paper sometimes just a clay model or wood or w/e 3. ProtoType - either a very detailed 'mockup' (basically the first product) or a 'working' state proof of concept (demo or alpha game) 4. Zero Series - proof of production, may turn up minor issues sometimes even major (Beta) 5. Production - Finished product. And this game has passed the concept stage, passed the design phaze. So now it depends on whether it's an alpha being build aka the prototype that has all the functionality the end result must have, or if it is not. IF it is, then all the kinks that show up are good for being identified but fixing is not a real concern, esp. if large parts of the ProtoType haven't even been build. And all sorts of things may still influence eachother (f/e glitchy zeds due to animations belonging to slower zombies, which they may well turn into IF f/e Weight/Stamina gets a added to the game) ... So all that i seen fixed and being fixed over the last month have been 'beta' things, atleast in my views! @CLewis, a bunch may have been, and I realy liked the unlimited infected test (even though i had family over so i couldn't participate :( ) ... but server hoppers, unlimited ammo, hackers, gfx glitches etc. Who cares realy! We all know they will be dealt with in due time, and in my views Alpha is not that time. And i am not catering to my needs, i am catering to the game, it's being stalled by minor issue fixing while it is ghasping for more stuff to be added. Because all bugs/etc aside, after you learn to deal with the minor survival aspect there is not much there, it needs less stuff to start with (character), and more stuff added (so loot tables are pressured) so people take longer to get to the empty part, and esp. in mid-game there should be more survival to deal with. So i am NOT even talking about underground base building as end game, I'm talking about filling up midgame first ... and all the minor issues can be indentified and solved sometime down the road, when likely they can be dealt with even better, IF indeed the game goes standalone, but by that time the Devs should have tested what they want in there, so they won't have to when they are dealing with the stand alone programming. Heck if they do it right a lot of stuff may well be 'copy/paste' ... -
I agree and for now i largely blame the slow progress on bugs that are being dealt with to please all those with Beta concerns ...
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Fishing - Tackle, Traps and Rods! *Update*
L0G!N (DayZ) replied to Puffler's topic in DayZ Mod Suggestions
So w/e bro, then i was obviously not talking to you, but somebody in your family :P -
Day Z bug fixes: Exploits vs Problems
L0G!N (DayZ) replied to notorious1212's topic in DayZ Mod Suggestions
My stance on this is fairly controversial, atleast i think it is... I do not give a shit about all these mishaps, and fixing them should absolutely NOT be a priority !! What should be is adding more stuff to the game! ... unfortunatly there are a lot of selfentitled consumers that feel they paid 18$ or so for Arma2 and deserve a full game, even if it's clear this is an alpha! ... thing is, all the whining of these entitled consumers has already put us into beta, and progress on the actual game has been halted for about a month already, if not more! ... all these bugs, exploits and hacks are no alpha concern, they are whiney entitled consumer concerns, concerns from consumers that can't even use a simple search on a forum to prevent them from posting something that has already been said 10+ times (not in regards to this thread though, although it might have), and it's starting to piss me off a bit ... but from experience and being told, i know most of humankind are basically dumbfucks and there is nothing going to change that fact, so everytime i am reminded of this I just shrug and sigh, and move on ... So anyways, all these minor bugs, exploits, hacks should actually be ignored for now, the engine & mod should be pushed where ever it can, the experiment must continue, more ways to die, more things to spawn (to reduce other items from spawning), weight & stamina added to reduce running, inventory needs a major overhaul with less slots, mostly on toolbelt. There should be a learning by doing skill system, or any other skill system, perks perhaps, or better BOTH! test them, see if it works or not, and if not remove, if it does keep it in... moar moar moar stuff needs to be added untill the whole game just breaksdown, so 'we' all know how far we can push it !! Which stuff improves the game and which stuff wrecks it, who care about unlimited ammo in an alpha, we all knew it wasn't going to stay, but due to it being removed NOW, we miss that development time actually spend on ALPHA work ... I am sorry if i may have offended somebody with some harsh words, you never know if somebody feels 'talked to' when you say something in a more general sense, but the OP wanted to know how other people feel about these things, and thus i wrote down my honest feelings about it ... my stance vs most of humankind has nothing to do with the value i see in them as humanbeings though, i respect all living things. But truth be told most of us just aint that bright, and the entitled whining is killing progress on the actual game development, because time is limited and can't be spend 2x ... beta is for bugs, that's why they both start with a B ... the only bug that an alpha can have is where it makes it so the game wont run, or so poorly you can't even test it, so even the current gfx glitch is NO ISSUE for an alpha !! -
Added the already 2x appeared 'minecraft'-way to regenerate/replenish blood/HP, aka when full on food&hydration one regenerates HP...
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The 'rebuilding industry' thread by 3rdPerson actually has a lot of suggestions for 'fixable' industry and other functional buildings, it also includes a post of myself that has a lot of suggestions regarding 'rebuilding society'. And i agree with Duncan on this, these free/save heavens should take A LOT of effort to keep going... The easiest way i could think of is: building a limited range zombie 'repellant' hooked to a generator. Which turns off the zombie spawns in that range, given ofcourse you fuel it! And it should also effect the itemspawns, either completely turning them off (or effect the 'tiers' as suggested in the 'tiered loot buildings' thread in my signature-link) This piece of equipment could basically already be enough for a clan to declare a certain place 'safe', they could gather trucks in the city make daily fuel runs etc. Now the next step would be fortification, which is already somewhat in the game, put wirefences around town or across streets, block off streets with tank traps, and set up an entrance and exit. Sandbags can be used to fortify certain strategic locations for guarding these and other sites inside the compound, from hostile players... But for as long as the infected keep spawning it would just be an annoying waste of ammo to occupie a town, and you are better off to just set up 'camp' close to town so you can enjoy the spawns ... With a generator powered zombie repellant though, i could even see me and my friends set up a safe heaven in some of the smaller coastal towns.
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Should we be able to pull axes out of tree stumps?
L0G!N (DayZ) replied to JamesButlin's topic in DayZ Mod Suggestions
I don't even think the axe should disappear, they should just make that asset drop a hatched for now ... there is no need to take multiple and if you happen to not be alone, well considder yourselves lucky... -
This is already in the game, atleast given you have buddies all playing this game, you ALL spawn on the shore line!
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Fishing - Tackle, Traps and Rods! *Update*
L0G!N (DayZ) replied to Puffler's topic in DayZ Mod Suggestions
Don't keep bumping your own idea please :) ... if things been said they been said, unfortunatly :( ... not only is bumping against the unenforced rules, it's also annoying as a forum reader, since you expect to find new discussion while there is only a 'hi' ... i'dd suggest digging the internet and trying to find more fish traps perhaps? or work on your innitial idea more, like flesh it out ... or accept that things have been said by those who wanted to say something, and move on to the next idea :) <- do use search!