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Element47

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Everything posted by Element47

  1. Element47

    Is DayZ being developed right in your opinon?

    now, if you read the replies in this thread alone, you have people who want it to be an ultra-realistic military simulation with survival features tacked on, while other want it to be a hardcore survival game with combat tacked on. while the dev team has so far been exceptionally open to community feedback, i think it is most important that Dean and his team follow through on their vision, and not let them distract by the confuzzled, contradictory demands of the community. let them pick out the suggestion they like and feel fit best to their game, and all will be well. this game is not supposed to appeal to everyone, and i would be gravely disappointed if it tried.
  2. I'd love if the gas cookers had a chance of random explosion.. but random deaths to ladders and other glitches aside, i'd generally would like to see falling damage smoothed and communicated better to the player in future.. currently, it feels very random, and im pretty curious as to how they will finetune it in future... losing the ability to sprint for a certain time would be a nice effect
  3. i know that feeling - i shit myself everytime when i approach ledges in this game..
  4. ladders are a remainder from the world-renowned, ultra-realistic military simulation the game was originally based on as a mod, so they are working properly as one would expect. i heard though that the dev team considers implementing new, more arcadey ladders, that dont actually inhibit self-awareness and plans for final destruction of the human race. Its quite difficult though, as the ladder AI is quite persistent, so i doubt we'll see pacified ladders before beta.
  5. Element47

    suppressors

    my explanation: attachment system. they added most obvious attachments to test the system with a certain variety of items. the subsonic/silenced mechanics is an entirely different feature. same with cookers that dont cook food. because you know, testing systems and such. what was it called again, i think they had a term for it derived from greek... ah damn, cant remember right now..
  6. Element47

    Put plants/grass on clothing/weapon for camo

    you brought BF4 into the discussion and compared it to dayz for the sake of your argument. i stand by what i said: if you have issues with snipers, you are just not good at the game. if this goes over your head, PM me and i explain it for you in german.
  7. Element47

    What types of DAYZ videos Do YOU like to Watch?

    i dont really care too much for the type of game, what makes or breaks it for me is the voice and the commentary. thats why my favorite youtuber remains John 'totalbiscuit' Bain, i love listening to him no matter what he plays or comments.
  8. Element47

    Put plants/grass on clothing/weapon for camo

    no idea what you guys are about. we have long had ghillies in the mod and they werent overused. and in Battlefield, i never have issues with snipers, they are easily flanked and either killed in close combat, or their position transmitted for artillery/mortar/air support.
  9. Element47

    Unarmed Weapons

    Recipe: The DueliZt. Materials: leather, scrap metal. Tools: hammer, workbench.
  10. great input, well put, not boring in the least. i'm totally with you on this.
  11. Element47

    Anyone else think DayZ should switch engines?

    none of the things is depending on the engine, but can be implemented as custom code or imported as third-party middleware.
  12. Element47

    Anyone else think DayZ should switch engines?

    we had quite a lot of discussions on this topic here. bottom line is: yes, the engine is horrible, it is outdated and flawed, but its their own, and they know it inside out. porting the game to a modern engine or coding a new one is beyond the scope of the project. it doesnt mean that the game is doomed though. i just hope that they get rid of most of the legacy code ported from arma. the recent announcement that they will replace the renderer is the best news this year. and Titanfall, which was build on the Portal2 vesion of the antiquated Source engine, showed that if you're dedicated enough you can work wonders with old code.
  13. Element47

    Do you think the aiming cursor should be in the game?

    thats something i would imagine fitting for small arms hipfire - but thats a matter for weapon balancing in the beta
  14. Element47

    Do you think the aiming cursor should be in the game?

    its not that easy. getting rid of an indicator completely would not further realism, it would detract from it. i think cursors should adjust dynamically to the task at hand, and the simplest way to accomplish that is make them change depending on the item in hand in real life, your hand-eye coordination allows you to know exactly what you are looking at, and point/touch/grab at exact that position. the cursor should indicate what you are looking at. so when empty-handed, a precise dot can be appropriate. it may also be appropriate with short-range tools like a hammer, a knife etc. shooting a weapon is an entirely different situation. so imho, when holding a gun but not aiming down the sights, the cursor should change into a frame, letting you have a good guess in which area the bullet will probably hit, but not knowing the sway. thus you can pretty much be sure that you can hit a person standing three meters away, but you cant be sure whether you hit arm, body or face.
  15. Element47

    berezino_dm

    i presume it was a metaphor to convey our emotional state when facing the topic outlined by OP, as was my gif. i find using reaction gifs and memes often both adequate and soothing, when a topic evokes a certain, archetypical reaction - the 'facepalm' be here a typical example. i try to be more verbose in future.
  16. Element47

    Yesterday I played the Mod after 200 hours of Standalone.

    romanticizing the past is a common delusion. many people forget that when the mod was in the same stage as SA is now, bridges, ladders, doorsteps and trees often broke your legs, that mounting an ATV was pretty much equal with suicide and debug plains were more populated than berezino
  17. Element47

    Environment wishlist

    i heard that random, dynamic events were trashed, but thats still something i wish for. i want world events, random, centrally controlled per hive, not per server, dynamic. examples could include: a derelict cargo ship crashing into the shore, slowly falling apart over the course of one hour, giving its special loot to the waves: go swim out for a chance of rare items spawning only during this event, because otherwise they sink with the ship and are gone. a vicious storm, reducing visibility to few meters, carrying deadly debris, reducing your movement speed to a crawl, raging for half an hour. find shelter when it begins, or prepare to die from impact of cows, zombies, cargo trucks and trees. adventurous players (preferably with hardhats) could try to snatch some of the more valuable debris brought by the storm into chernarus before it is swept up and away again (no sharknados, please)
  18. Element47

    Multiple Character Slots

    i dont think it fits the game-design. it would also negate the impact of perma-death because you could keep fully-geared backup-clones in storage. i think one character per hive is absolutely fitting. and i say that as a person who twinks with a passion in MMOs. but i dont see it in DayZ. remember guys that we will have community hives once the game is finished. so you will be able to have multiple characters - just not on the same server.
  19. the issue with weapon handling is, that the virtual representation is not even remotely close to the real deal. real skill: experience, training, routine, ability to control your aim with your muscles on a subconcious level - thats the domain of arena shooters, which milsim friends loathe with a passion. as long as you dont have a physical rifle-shaped controller with high-level forcefeedback, you will not be able to simulate skillful handling of a gun. so it boild down to the skillful handling of the mouse. but a mouse behaves completely different from a gun, thus simulations try to invent artificial barriers to make approximate the hardship of proper aiming. you dont need to excercise a force to keep a mouse pointed in the same place, you just dont touch it. thats a fundamentally different mechanic than holding a gun pointed at a target. - enters: computergenerated sway. similarly, to simulate the increased handling of a gun with ergonomical grips, the simulation 'rewards' the player with a higher accuracy. it doesnt make sense on a physical level, but it is the best possible approximation on a virtual level. enter: accuracy-increasing attachments. you see, there are many challenges to overcome when trying to simulate combat. and thats only a small fraction - there is so much we cannot simulate: for example haptics. i can easily check (and change) the safety setting without looking, something that needs to be visually conveyed in a simulation. so we have to compromise, and one of the compromises is the way how experience and ability is measured and translated.
  20. i am absolutely in support of different playstyles. but that has not been the topic here. we talk about the toolset, and not about the ways in which it is used. i think most are in agreement that DayZ should not become a shooter to compete with arma, cod, battlefield, or any other of the dozens shooters out there. it shall retain its focus on (zombie) survival, with proper shooter mechanics for its combat aspect. so while i absolutely agree that a proper modelling of ballistics and weapon function is desirable, it is imho not necessarily imperative. the milsim friends probably politely disagree wuth me here :) actually, i think proper modelling of ballistics would even gain relevance when ammo becomes really scarce, as it will become even more important to reduce RNG and be able to trust the weapon and your skill not to waste even a single bullet.
  21. then we'd have 20.000 hardcore players devoted to the game. How would that be a bad thing? :D
  22. if this game becomes what many hope it to become, you wont have enough ammo for a 'grouping'.
  23. there is no incorrect way of playing it. organizing bookclubs or punching it out at the coast, it doesnt matter - dayz is what you make it to be. i think the deviance here is, that a vocal majority engages in PvP, so aspects like hiking and enjoying the scenery are underreported
  24. i love the cliffs north of guba bay, beautiful place and great for hiking and relaxing..
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