Bororm
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Everything posted by Bororm
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No horses? boooooo! BOOoo!
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I'm looking forward to a day when sounds are actually reliable. I can't hear gunshots my team mates hear half the time and vis versa. I swear if you're behind/at a certain angle from certain guns especially (like the SVD) you just don't hear it at all.
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When my barrels get found I put even better stuff in them. Show those guys you aren't going to compromise.
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The tall towers around the nwaf (and berezino harbor too I guess) are pretty good sources of ammo.
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Some of that is subject to change/already a little bit different. We have no guarantee parachuting will be a thing in the SA and potentially you could just make your fort in some trees to solve people dropping in. Or else perhaps there will be some other defense against that we can build. I do share concerns for that particular thing though, I brought it up when the concept for base building was shown I think. It's just another reason why I really wish they'd have done base building earlier so we could see the balance issues. Traps could easily be made persistent, and I expect they will be. Tents currently don't render in beyond about 100-150m. That's still enough that a low flying helicopter will definitely have an advantage of seeing them, but it's potentially far enough that it won't be any where near the problem it was in the mod. Tents in the mod were still easier to hide though because you could clip them into objects. Any ways, the point returns to the fact that tents just aren't viable to conceal in the SA. We'll have to see how barrels render from above. Keep in mind, the new renderer could potentially create a situation where they can force a LOD on trees finally (haven't heard anything about that but we can hope ;) )
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The map can't and isn't going to be expanded so you can count that out. I'd normally provide you links but it's late and I'm tired, the topic has been touched on a lot though and you should be able to find it. I believe the gist of it was that expanding the map screws up all the coordinates for already placed objects/buildings. So it's not really possible. I think the focus is just going to shift from "hiding" camps to building forts. We'll have working landmines and traps to help with defense when we're not online. It's either that route or doing stashes. Barrels are extremely easy to hide. Tents just aren't viable for hiding. They weren't in the mod, and there they were way more concealable.
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They squash a lot of dupe bugs as they come up. Unfortunately, like every single game that ever existed, duping remains a thing. So I think yeah, you just gotta accept it because I can't think of a single game where it was ever actually completely squashed. Don't worry though, you're not the only one who doesn't dupe their gear.
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99% of injuries being fixed by a rag is actually flat out wrong too. Rags fix bleeding. Splints and morphines fix: broken legs, broken arms, sprained/chipped ankles (ok those are just stages of broken but still). If you count unconscious as an injury, epi pens, defibs etc come into play. Salines and blood bags as well. Rags fix the minority of injuries, it's just bleeding is usually the dominant one.
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The nobility, skill and courage of french #dayz players summed up in 67 secs
Bororm replied to freethink's topic in Gallery
I'd probably do the same. I like to see what people are actually going to do, and let them confirm for me that they're just as boring as I expect. All you do by trying to resist in situations like that is give them a funner time any ways because that's what they're expecting you to do. I'd rather stand there and let them kill me with no real emotion, so they don't get any real satisfaction out of it and potentially also question their decision afterwards =P -
They shouldn't be there at all as was the original goal.
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Horses were confirmed early on by Rocket in the road map: http://www.pcgamesn.com/dean-hall-shows-dayz-roadmap-horses-barricades-and-clever-zombies Maybe the plan has changed, but as far as I know, companion animals is still on the list: http://www.dayztv.com/standalone/dayz-2015-roadmap/ It's hardly "just a rumor."
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An animation would be amazing, I really wish there was one. Also for opening a map. Not to stray too far off, but a suggestion I've made multiple times now too is that written notes should appear to have writing on them so you can distinguish them from blank pieces of paper. I think we'd see more people leaving notes if that were the case. Their persistence should be fairly high too, like a day at least (could be only if they're written on). These sort of things would be nice to be expanded on and add a bit more depth to the game. My friends and I often fool around with the emotes and stuff, I find the little things really help with immersion. And these don't seem like exceedingly difficult things to add.
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I don't want to see the nwaf changed. They changed the neaf multiple times and it's really lame now. The NWAF is iconic and has a good feel to it with its openness. Myshkino tents are pretty ok as is too. Tisy or whatever sounds like it will be along the lines of what you want. Creating incentive to actually go to prison island would also work.
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Sun Tzu's art of war. Become #1 pvper very quickly.
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What is your honest opinion on the future of DayZ
Bororm replied to karlkurtz32's topic in General Discussion
They really need to hire a PR guy, because the way they get information out is complete garbage. Having to glean tiny tid bits of information off twitter and reddit is a chore. This game's community has a ton of poorly informed people and it's hard to say its their fault. I try to follow development as best I can and it's a mess. The status reports should be the place to get this info across and they're garbage. Hicks for whatever reason can't make his deadlines. He writes more on his twitter in a day than he does on a status report each month. Going from weekly, to bi weekly, to monthly and he still can't get them out on time. And then they're usually a few poorly worded paragraphs. I don't wanna get down on the guy, but his writing is terrible and he often conveys information in a way that leaves room for confusion. Let's take a few examples off the latest report: A single line of hardly anything informative about what the hotfix actually did followed by "enough about that." It's just terrible writing. I know that seems nitpicky but it's a perfect example of the attitude he's conveying, which feels unprofessional on multiple levels. This is a bit confusing. Is he saying that they expect to have .60 out on their internal build late next month? Is he saying that the team is internally hoping, as in privately/keeping this hope to themselves (this doesn't make sense because of course the hope is coming "internally" who else would it come from?), that it will be out on stable late next month? Experimental? It's extraordinarily vague. You can see the effect by people in the status report thread speculating when it will be out. It's bad writing. In previous reports there's been lists of completed tasks/features. The way they're represented is that they've been completed internally, however the wording is vague and I've seen people multiple times confused thinking they are completed on stable. I highly encourage everyone to check out Rust's devblogs for a comparison. NSFW contains nudity: http://playrust.com/devblog-88/ The tone is still casual, but it conveys a ton of information and actually shows people what they're working on. There's a real sense of progress. To save people the trouble here's the dayz status report: https://forums.dayzgame.com/index.php?/topic/231389-status-report-15-jan-2016/ Different games, different teams, different people sure. I just think they could do a whole lot better. This is one of my biggest gripes about development and I think it leads to a huge amount of discontent by the playerbase because they are ill informed. I think Hicks tries, but he's just not up to the task and they need to hire a PR person. -
I'm nearly positive the devs stated they did this consciously until they can create a better night experience, which is hopefully coming with the new renderer.
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It was always going to basically be the mod but better/more fleshed out. I don't really see how trying to replicate the map flow of the mod is a bad thing. The mod had pretty awesome map flow. I mean one of the major complaints right now is that most of the map feels empty because hardly anyone leaves the coast. Creating natural incentive that doesn't feel forced like the mod is a wonderful goal for moving people around.
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What is your honest opinion on the future of DayZ
Bororm replied to karlkurtz32's topic in General Discussion
I've been playing since a few months after the mod released. I had a great time on the mod and I've had a great time on the SA. The issue with early access is that the game has time to get boring, and essentially being the same game at its core (although the SA has some really great improvements) as the mod, it's doubly easy to get bored of the SA. So I take little breaks (not many I'm glad to say) and then enjoy it again. I think in terms of the game itself, the future of it is fine. I feel this patch is great and they've gotten back on track with the last couple, even if they are taking forever. That said I have my share of disappointments with the direction the game has taken. I think the game shifted from being a really interesting project with Rocket, to something that is still going to be an interesting game but has lost its focus/direction. Whether Rocket was a good game designer or not, his ideas were interesting and DayZ really had a lot of potential to do some cool stuff. He was heavily focused on simulation and didn't care so much for balance or dictating player experiences. Maybe the game would have never finished under him, and it may have even been a buggier mess, but I think under his direction it had more character. Now we have a company trying to finish a product. Modding will probably be the real future of DayZ, but I think it will still be a good vanilla experience. -
This is more in line with how the mod felt. There were only hospitals in a few cities, there were a few spots with "big" industrials (remember when polana factory was actually a place to go?), the NWAF was the de facto place for mil loot (and to think it only had 2 barracks). The mod had much better map flow because of the limitations on enterable/lootable buildings compared to the SA. They've stated their goal is to try to recapture that, and they're getting better each patch, but it's still not the same since you can get pretty much anything, any where. You can get the same mil tent loot in myshkino, starry, nwaf. You can get the "new barracks" loot in zeleno, vybor, nwaf. Etc. So I completely agree, they need to make actual draws to more places. They can still have multiple military bases but they should do something like make one spawn M4s, one spawn AKMs or whatever. Obviously not every single time, but each should have a higher chance of a particular item to create a draw.
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What they need to do is add reload times for the magazines themselves. It should be tied into the new function of holding down the button to perform actions. So if you wanna load a mag, you sit there and hold the button down/go into an animation until you either finish it or stop it yourself. That way you have to make inventory decisions before a fight, instead of only having to have a couple mags that you can instantly refill from ammo piles. Combined with the later weight/stamina system, the choice of carrying a bunch of mags will still be valid but have drawbacks. My own personal opinion is that reloading from hot bars/hot keys should just be removed and you should have to manually drag all ammo/mags like you used to for certain weapons. Then you'd have to arrange the mags in your inventory as well, furthering the experience. But that isn't going to happen since they went the opposite direction and made it easy to reload everything off the hotbar.
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Is anyone else concerned that the NewUI is a big step back?
Bororm replied to WilliamTheConqueror's topic in General Discussion
Anyone know why it gives better frames? Are the models not actually represented in real time any more with it or something? -
Something to note about leading shots is it's not only laggy from regular old desync, but also from server lag in general. At time's you'll fire shots and they'll take a full second to impact only 20m away. Other times it's not so bad. It's a lot like the throwing mechanic, where the laggier the server in general, the slower the rounds travel. For that reason, it's pretty much impossible to get a reliable feel for leading targets.
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You're being awfully vague with all your responses. If you want to have an actual discussion we can, but otherwise you're not really offering anything.
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If they told you it was good loot, it may have also been this building: The loot isn't that great any more, but at one point it had a lot of mil stuff. Now it's sorta medical spawns.