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moofactory

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Everything posted by moofactory

  1. moofactory

    Ppl still play this? Lol

    I quit WOW after 1 year for the same reasons... everything became repetitive and It hit me that I was wasting my life. I put it down 5 years ago and never been on since. Once I finished through diablo 3 I have not touched it since. Ive stopped playing BF3 for the last 4 months. Right now I have been playing DayZ for 2 months or so... almost every night. Thing is.... EVERY night is something different... For me it never gets boring. However I know there will be a point in the near future where I go.. shit.. ive done everything. Now what? This is where I do think it needs more substance down the road. We need goals and in game missions to keep us busy while trying to stay alive. New players already have missions to keep themselves busy.. 1:get weapon 2:get bigger pack 3:get medical supplies 4:get food and water 5:get hatchet,matches,knife 6:get map,compass,watch Next level 1:get better weapons 2:get meat 3:tent 4:find best hiding spot next level 1:find a broken vehicle 2:find parts for vehicle 3:find fuel for vehicle 4:repair vehicle 5:use vehicle to find a good camp next level?? (other than get NVG's/Ghillisuit) This is where I think people turn to banditry What else are you going to do if your solo and you have everything you can get in the game? Your going to hunt people. Some people however will find other creative ways to keep themselves occupied.
  2. moofactory

    Multi Map Dayz - linked servers.

    I was awake in bed thinking about this last night and it HIT ME LIKE A ROCK... Ive always wanted to see a story driven experience tied into this as a game. With that in mind I thought about how transitions from one map load to another could occur. Why Cant single player story driven experiences happen in the same game as the multiplay side? My thoughts are this... Lets use the current map for example. Each "single player experience area" has NPC's and quest lines that arc over all SPE areas. However to travel between these areas... is the current map experience we have now. Kind of like the reverse of what happens in guild wars, for those that have not played guild wars.. In an NPC town you share the area with all the other players... however once you leave this area you are in a single player or "group" experience out in the wild. So for Dayz... When in the main world.. you share it with all the other players.. however when you enter into a SPE area... you are in a single player experience... in which a typical single player story driven experience can occur. Such as in game video sequences, NPC voice acting, mission or quest objectives and even a narrative. These SPE areas could be any a place designated as story driven. It could be a helli crash in the distance, it could be a farm, it could be part of a city, it could be inside a building or a millitary zone. These are loaded as single player maps once activated and the player is temporally gone from the online map. To combat campers, you would need a green zone around this area that give people a chance to get away from trouble. My thoughts of this are how to seemlessly merge single player RPG adventure experiences into this kind of online multiplay game. Bioware does this well with the old republic. Id love to see NPC player interaction/mission/quest giving in the current environment... but I know it wont work when campers will just shoot anyone going near the NPC's. This is why it needs to be a single player experience that seamlessly transitions with the multiplayer world. Obviously this has problems in its self.. (people using it as a way to get out of a death).. but at least its a broad base for an idea. I dont know about you guys but I love Teltale Games "the walking dead" And the TV series. And id like to see some story driven events and character building experiences tie into what we have. How this is done.. weather it be how I described above... or its a single player game mode as a prequel to the multiplay experience we have now as ive mentioned in another thread. On commercial stand alone release or as an arma 3 expansion.. id like to see something more than just a PVP zombie sandbox.
  3. There's an older arma2 mod called "rage virus/Escape?" or something anywho.... Much like the visual enhancements modders have done with skyrim VFX injectors, this seems to have a really awesome atmospheric effect overlay. The fog effects alone, breathes it new life, let alone the subdued tones and red hue. Where as the vibrant crisp clean look of the default arma 2 engine makes it feel outdated or..unfinished in the way a 3d animation for a film might look unfinished before the overlay effects have been done. Perhaps its just the sun is going down, perhaps there's a lot of dust being kicked up and its a different map. But for me it really feels... closer to how id imagine this kind of game's atmosphere and feel. Hard to describe. I feel the default feels a little... too clean looking for this kind of game type. Your thoughts about atmospheric effects and visual tone of DayZ? Should be enhanced?/should stay as is? Can it even be enhanced on the current format?
  4. moofactory

    Light flashes somestimes while moving

    that's not a bug.. that's meant to simulate real lighting. However it is a tad over the top at the moment and it just needs a slight adjustment.
  5. moofactory

    Guts n Blood Camouflage

    This raises an interesting point, how do the infected tell the difference between them and us? Smell? sight?... the OP does have a point.
  6. You want a penalty? I think soda should be replaced with Alcohol. You drink too many too quickly... what happens?? You get blurred vision your movement is about as good as when your drunk in GTA4 and your aim is mister wobbles! Alternitives? Energy Drinks like V or Red bull.... Gives a buff... Run faster or sprint for longer... the downside is you drink more than 6 too fast you get a heart attack and faint.
  7. moofactory

    Why cant the visuals look like this??

    No I think the way blizzard work with colour to convey mood in a scene are a great example to illustrate my argument. My point about whimsyshire IS that its cheerfull full of fluffy cute things. (its totally out of place within the game, content AND colour doesn't suit) (I know it was done out of all the beta testers bitching about D3 being too colourfull and about rainbows :D) But its the subject matter in the scene that has determined the hue and colour treatment overlays in the scene. Same as the first and third screen are treated differently from one another. Muted earthy tones on the plagued land... and ocean blue hues with a slight mist in a dark cold dungeon. It it complements the subject matter according to the landscape and the mood that the designers wanted for that level. Varying this mood via colour/hue and atmosphere effects will give the game much more immersion. For example, being in a forest could give off a more aqua hue, being on an open plane could give off a more earthy hue. Being in churno or electro could give off a more cold grey blue hue against the concrete buildings, the open medows could be a little more yellow/green. Mountains in the distance could give a more blue green hue. When its overcast it could be alot more dull, when the sun is at mid day it could be bright and a little more vibrant when the sun is setting, it could be alot more red/orange/yellow/... when its night it could be alot colder looking with deep blues. The defaults for arma 2 are boring and constant, doesn't feel like that final polish.
  8. moofactory

    What should our next competition be?

    Id like to see an origins story comp. Write a DayZ prequel. Explain how Day Z Happened right up to where we wind up on the coast with all those questions on how and why answered.
  9. moofactory

    Why cant the visuals look like this??

    I guess as Ive said above, its more the subtle hue and atmosphere changes that would allow the mood to creep in. Diablo 3 did it pretty well as an example: The earthy slightly muted tones as above give off a much different mood to this: Indoors This is only a very quick example but you will understand what I mean. Hue adjustments dependent on where you are and day/night... wow does it quite well going between zones. In this case, indoors vs outdoors... quite a dramatic difference, a bad example but im sure your getting the idea. At the moment, I just think its too vibrant, too much blue and greens are too strong.
  10. moofactory

    Why cant the visuals look like this??

    I guess, not exactly this extreme. Its only an overdone example in comparison to something very nutural. But it does give it something of a more dramatic appearance. I guess when I see zombies/Infected/horror films the environment tends to compliment these. You dont see many games or more so, films of this type where the scary creatures are in broad daylight. Im thinking way less about the pvp element and a whole lot more about the mood. I think id like to see some persistent mood to the environment visuals that's not quite normal. its those subtleties that compliment the setting and the story. I think what im getting at is a few important cinematic techniques using colour and atmospheric perspective Atmospheric-perspective http://www.arthints....ic-perspective/ Color-Coded by Genre http://www.cracked.c...-look-same.html Colour theory in film http://www.outside-h...nematographers/ Colour sets the mood of a game or film, And this with atmospheric effects only heightens the mood trying to be portrayed. Im sorry, but while Arma 2/3 might strive for realism... DayZ is fiction grounded by realism, and if story is going to play any part of DayZ as a stand alone game. The environmental mood, Day or night should reflect the mood and feel of story to appropriately set the scene, which means some creative freedoms must be had. I would expect its supposed to be a dark moody scary suspenseful game, the environment needs to complement this.. just enough so its not obvious.
  11. If its stand alone.. it means your question is like asking if people who bought combined operations will get arma 3 for free. I think the answer you are looking for is in the question you have.
  12. moofactory

    Multi Map Dayz - linked servers.

    I actually had thoughts about this to myself yesterday, If it could be done, 4-8 maps would be awesome, you could almost do a whole small country. You choose a server hosting a location you start. Each map is 500 square km, they get released as expansions as they are developed, each map can be crossed into one another via server hop.. but in game, its effectively a border/zone crossing. Back end is a server hop but on screen its done seamlessly with UI. Id see It released as episodic content/expansions like wow, Each expansion tells a story with all expansions telling an overarching story. First map (quarantine EP1) at game release will have a quarantine zone. With military borders stopping anyone. (you break through and pass 500m you get killed) Once first expansion (outbreak EP2) is released, the borders have updated to all the military dead and gates wide open, chaos has broken free on the world, the story evolves and you learn more about how and why this all happened. Look, what everyone fails to see is only as far as what the current mod can do. OF COURSE multiple maps with a seamless transition is possible..just not on this system. Its called an MMORPG. If they can handle thousands of players on a massive world per server.. then something on a similar scale can be done with DayZ. But OBVIOUSLY not on arma 2 and not on a PVP FPS game model thats only meant for the classic 64 player pvp game. Its the wrong type of back end setup. The current way you enter into a game, the whole server setup needs to be scrapped for this kind of thing to work. It seems to me this mod wants to be an MMOFPS Open sandbox. to do that it needs the right ground work on the back end with the right specialists in those fields. So the networking and server side of things need to be setup in a similar way that a current MMORPG works. None of you can sit there and say it CANT be done because its already been done countless times already.
  13. We all know at some point in the future with all rockets intentions, this mod will be a stand alone game. What we also know is he wants to look at 500km maps and use the arma 3 source. So what does this mean for the future setting? Why were we in Russia to begin with? I think we are in Russia now because that's the map rocket chose to use as most appropriate available. What if he was given a choice for the setting? Where would we be? I think either we get dropped into what ever large map rocket uses available out of arma 3 which means we could be anywhere in the world. Or he chooses a setting and builds it from the ground up. Me personally, id like to see it set in some place with a more varied landscape. Rainforest, snowcapped mountains, swamps, rivers, farmland, small towns, and a city with skyscrapers. Perhaps part of nz :P Where would you like to see the standalone game set?
  14. Eh, I kinda knew it wasn't in Russia but it was the only reference that popped in my head at the time. I was also generalising.
  15. moofactory

    Forrest Fire?

    This raises an interesting topic.. Starting forest fires? Snipers hiding? Smoke em out!
  16. moofactory

    This game is fucking garbage!!!!1

    In the end, your an arrogant little brat full of false assumptions and expectations. Come back when that chip on your shoulder is gone.
  17. I Think it wouldn't hurt to stray away from a realistic setting like replicating part of a real country and instead create a fictional country loosely based on an existing one... taking some creative freedoms for the benefit of the game. I guess the idea is to build on whats already there and resolve problems. When you look at built up areas like towns and the 2 cities. They really are small, regarding scale. Even churno is tiny when you really look at it compared to a real place. Id not call it a city... its a small town with an industrial area, the rest are tiny villages. Id like to see a REAL city. Like a couple of the maps in bF3/COD/CRYSIS3/GTA. And if were talking about good examples of Russian maps... just look at Stalker / COD and METRO. Skyscrapers, unique buildings to that city, a mall , street shops, restaurants, public transport, parks.. everything a city has. And small towns or suburbs like REAL replicas of what an average small town density is like. Google earth maps overlayed onto the editor would be a great way to design a new map regarding layout.
  18. moofactory

    A way of implementing story

    Ive been pondering this big black plot hole for a while now. I completely understand why there is no story currently implemented into it. Its essentially a proof of concept at the moment and to test game mechanics. But when Rocket does pull a standalone or DLC for arma 3 Id like to see this as a fully fledged game with all the same spit and polish any other high end commercial release has. Single player story and the current game type we have. Or Wrap it all into one package, But the 2 must work seamlessly together. My thoughts are single player story as a prequel... with the events leading up to start of the the multilayer version we have where you start on the coast. However knowing that the map we currently play on may go out the window in the proper game, We may not even start on a beach. Either way, story should drive both the single and multiplay versions and they should seemelssly tie in together.
  19. moofactory

    Making looting more realistic!

    Has anyone tried to put stuff back into the boxes in the hospitals? if it can be done... im wondering what their limit is. The only thing left to be done is make them a lootable item to pick up.
  20. moofactory

    Hats

    I think Rocket has already said he lothes this kind of content (vanity items) However, if it gives some context and practicality like identifying someone. I think it stands to reason that player customization should be created. I dont think it would be that hard to write a script that calls what ever customization the player has made in the profile setup. Restrict it to civilian clothing and I think its a great idea. Same mesh, multiple skins. Tshirts/Pants/hats.. to start with would only need to be a skin change in a menu. about 5-8 pants and hat types could be done... but you have literally hundreds of T shirt types that could be done. But going more in depth... I think player visual customization would be only a benefit to the game. At the moment, you have 2 types that spawn at random.. blue shirt/black shirt. It potentially means 10-30 or so skins could spawn at random, the more variation... the less likely you would confuse someone else for the person you teamed up with. Also multiple head skin choices... white/black/asian/Male/Female + hair colour + 5-10 different hair styles. Then add on things like rare spawns such as flack jackets, Bomb tech suit, Armor, Ghilli suits, tactical and military gear. But personally, I wish there was no hat by default.
  21. moofactory

    Respawn Button "Confirm Suicide"

    Oh lol. I did this last night for the exact same reason. Wanted to change graphic options and accidentally clicked it. wasted a whole hr running back to my body. Was day when it happened, by the time I got there it was pitch black. Id probably taken a lot longer to find it if it wasn't for the flies. Having said all that, It all comes back to Arma 2 not meant for the way DayZ works. Its probibly not able to be removed or altered. However, if possible... It should be removed all together.
  22. moofactory

    Making looting more realistic!

    I dont see why this cant happen for some things already. You have medical supplies inside boxes at hospitals already. Why cant cans of beans and soft drink be stored in boxes in the back of the shops? Why cant the food cans and drink spawn on the shelves? Shit needs to spawn where shit would logically be in the real world gone to shit. BOXES! people.... we needs boxes... BIG boxes.. little boxes. LOTS of bloody boxes. With loot in them. Ammo crates with various amo in them.. Gun crates with various guns in them at military zones. Who puts loot in the toilet seriously?
  23. I do see the current map as a little nostalgic and possibly will be rebuilt.. At the least, a russian location as a reminder of where it all began. Its just as likely. Northern Russia is one of the biggest landmasses in the world and most of it looks unpopulated from google earth.
  24. moofactory

    IF this was an actual game...

    Game purchase only and or (ARMA 3 DLC) (I would not pay a monthly subscription for this) Studio Developed (with heavy emphasis on community Feedback implemented) Id Like to See it with the ability to be open to the Modding Community like Skyrim/Halflife2 Texture/Mesh/Sound/Visual enhancements, Single Player Mission mod ability. (multilayer online restricted) Both Community and studio servers BI should be able to put down 50-100mill for this to be done professionally. They WILL see a profit if the current sales status is anything to go by. Kickstarter if BI Wont back you with the funding to develop this. They will however regret it when it makes 50-100+mill on kickstarter. If this is your IP... Id be breaking away, going kickstarter and starting your own studio. ONE THING I HAVE TO SAY HOWEVER: Developing a Single player, story driven offside game would make this a world class game complete. Then you dont have to try and develop story into the multiplay side of things. (id be bringing in Well experienced Writers of the same caliber as COD,HL2,STALKER and METRO etc) Id do the single play story as a prequel to the multiplay side, right up to where you wash up on the beach. Makes for a seamless tie in. From there every player understands whats happened, how you got there and why things are the way they are.
  25. moofactory

    Make czech pouch useful

    Ive said this before, and ill say it again.. Everything in the game needs a valuable purpose, or it shouldn't be in the game. The Czech pouch at the moment, is junk.. therefor it shouldn't be in the game. HOWEVER If Realism dictated the situation, it would be possible to say start out with the current pack. And then when you do come across the Czech pouch.. you CAN equip it and it becomes a stackable item increasing the pack by 6. Or you have a drop down menu when selecting to open your pack and it switches between both. It then becomes a highly valuable item. Using it as a specialty pack for an extra handgun or supplies or even x2 tents would be much better organized
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