dsi24
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Everything posted by dsi24
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If it doesn't work they can just remove third person. If they don't want to try and fix third person they can also just remove it.
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DayZ is gonna be a sad joke until it's first person only. "Hey dude check out this third person survival simulator!" hah!
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Is there going to be a feature to tagg people as friendly?
dsi24 replied to crazyandlazy's topic in General Discussion
Yes, this is needed. -
I died being forcefed M4A1 magazine rounds...
dsi24 replied to ImDeafDontShootMe's topic in General Discussion
I really want to meet the infiltrator, I need to give him beans! This is the kind of saboteur shit you only read about in Eve. Also hilarious: OP was so unhealthy he died from food poisoning. -
Your reward should be the materials you've gathered, the structure(s) you've built, and the vehicles you've repaired.
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Deans wants to bring Base Building Mechanics from Dead Linger - video
dsi24 replied to TEST_SUBJECT_83's topic in General Discussion
The coolest part about this is that this is already very possible, the placement mechanics have already been done in mods. -
Delicious combat logger/server hopper tears.
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1) lol 2) its a bug
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The new logout system is bad. Very, very bad.
dsi24 replied to Grimey Rick's topic in General Discussion
Man, I can't believe people want this game to be more like WoW of all things. Why not an awesome MMO like Eve Online? (it has the same logout system as DayZ you know) Of course OP is just using the guise of a bug to bitch about not being able to safely combat log so... -
POLL Should The Timeout Timer be Increased, Untouched, Reduced or Removed?
dsi24 replied to leefriendfield's topic in General Discussion
I like this poll, it's basically asking combat loggers/server hoppers to show themselves. -
I really like OP's idea, dynamic graphical slot and volume based system. Maybe by default divide the grid up into 100 cm3 chunks or something, then separate pockets in a sub-grouping along those slots (ex: jeans, front outside pockets are 5 new style slots (for reference, a soda can would be 3.55 (355 cm3) slots) grouped together, back pockets 2 slots each, front inside pockets only half of a slot or so each). Like the entire object is collapsable, individual pockets are collapsable. If you made the relevant things collapse on gear exit you do a good job of simulating the time it takes to dig around in your pockets as the player opens the gear menu and accesses items. (for example, the jean object wouldn't automatically collapse - the pockets are easy to access, so they don't either, but in a backpack the whole thing would collapse automatically on exit because you can't easily access it). Pocket stretching is great too - it'd be nice if you could go even further over limit but risk increasing the wear rate on your clothing at the same time. The medkit would have purposefully sized pockets made precisely to fit what is in them - you might be able to shove a couple of pens or a couple of 5.56 bullets or maybe even 4 9mm bullets into the syringe's pocket, but that isn't a lot. Of course an epipen/morphine shot will fit that slot too... The watertight all purpose container has a variety of pockets in it, but its main use is to protect things that can't or shouldn't get wet. The ammo can is, well, an ammo can, a precise volume for some chain linked rounds but you can throw whatever in there - of course, the chain linked rounds are unwieldy and difficult to find a space for anywhere else. As for construction/vehicle materials, those are far too large to carry in any regular pocket - being able to lift and carry them should definitely be possible. Encouraging teamwork (2 transporters, 2 guards for safety or 4 all transporting for speed?) simultaneously discourages KoS ("hey man wanna help me move this shit to build a structure?" or "hey, you're our slave now, carry this shit or die.") and makes it hard to be alone but still possible (a hermit sneaks into a construction site and steals planks, he keeps up with this for a while and is able to build a nice small shack for himself). But what you really want for construction is a vehicle - carry your shit to the truck, throw it in and drive it to your construction site.
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We NEED some way to identify heros and bandits.
dsi24 replied to 1S1K-Airborne's topic in General Discussion
It isn't, he just keeps digging for replies so he isn't forced to bump the thread alone and get it locked. Don't reply and this thread will die. -
30 seconds is a joke, make it 5 MINUTES!
dsi24 replied to atmaca (DayZ)'s topic in General Discussion
30 seconds to 1 minute is fine. Once building construction/securing is added, sleepers should be added too like Rust's, that's such a brilliant system. -
The people complaining about PoS are absolutely hilarious, talk about getting a taste of your own medicine.
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Obviously grass and shadows should be required to be on a minimum level.
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This was a clever troll, but the bolded gave it away.
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Feedback: Fists Up Sprint Is Overpowered
dsi24 replied to bad_mojo (DayZ)'s topic in General Discussion
Not only does it not noticeably affect fatigue, it doesn't noticeably affect energy consumption either. If you aren't fist-out sprinting everywhere you're just doing it wrong. -
We NEED some way to identify heros and bandits.
dsi24 replied to 1S1K-Airborne's topic in General Discussion
OP keeps bumping it, we have to collectively ignore it until he gets banned for continuous uninterrupted bumping for this thread to finally die. -
An oxymoron if I've ever read one. People are gonna do what they want, be it play with hacks, play with easymode exploits, or play with full repaired vehicle spawns and military gear equipped player spawns.
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Walkie Talkies ("Transmitters") now have functionality????
dsi24 replied to crazykage's topic in General Discussion
Here's how to use them. -
We NEED some way to identify heros and bandits.
dsi24 replied to 1S1K-Airborne's topic in General Discussion
OP has a link to this thread in every post he ever makes, and the shitty system he champions yearns for a nice fat "no" from everyone who sees it. -
We NEED some way to identify heros and bandits.
dsi24 replied to 1S1K-Airborne's topic in General Discussion
Any system that assigns you cosmetics based on your action will be exploited by players just to get those cosmetics. You cannot assign something meaningful through an algorithm like that, besides the fact that a player elected (or was forced) to go through the steps in the algorithm, perhaps for the prize at the end that you mistakenly think is a dissuasion tool. Now this on the other hand allows players to assign their own standings similar to Eve. It lets humans be humans. -
It'd be nice if you had to move your backpack to your hands to access it. (Perhaps only side pockets on them could be accessed while on your back idk how that could be done though)
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We NEED some way to identify heros and bandits.
dsi24 replied to 1S1K-Airborne's topic in General Discussion
I can only assume that people who actually want this bullshit have not played the mod version of the game, it was an utterly broken system that only served to encourage KoS. -
Rocket answers to everyone who complains about 3D view
dsi24 replied to gamer222's topic in General Discussion
Honestly third person is the best argument against early access yet. Some dude makes a narrowly focused mod on top of a game that was built for options and many different types of gameplay. That mod gets very popular very fast. The modder didn't disable irrelevant things from the base game (waypoints, third person, nameplates, peripheral dots, etc) and, in the rush to make their servers popular, a lot of server admins new to the series decided to make the unforgiving mod easier through server settings meant for co-op gameplay in the base game. These settings all become very popular and begin to be removed one-by-one as the modder makes his mod even more unforgiving. While there is resistance, it fades away quickly in light of a better game. The mod's massive popularity gets the modder picked up fast by the game's developer to capitalize on it. They rush to release, forgoing a newer, but not quite finished (at the time) version of the engine for an older branch off the base game the modder modded in the first place. One of the easymode server settings was able to survive up until this point as the modder was picked up by the developer, and passes through untouched into the early phases of development for the full game. Players have been given access to this early version, and of course flock to the easymode servers once again, just like they did in the mod. Seeing this, the devs feel like they cannot remove it, even though they had done so for every other forgiving feature in the mod version. Instead of just removing it and getting on with development, they felt like they had to sidetrack into splitting up the community due to the growth of their mistake. Now, saddled with two opposing sides of a split to develop for, they have to continue making the game, even though important features for one side of the split are worthless for the other side. (4th wall anti-third person exploit vs first person hand held mirrors for instance)