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Everything posted by Element47
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there are never enough hats. clothing has twofold function; character customization and inventory space. only head items: hats, masks etc. provide character customization without potentially sacrificing invenotry space, so they are an important part of indivudualizing your character. also, they are easier to make than other clothing parts.
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crits are a great idea. also summonable pets! and i want buff-food, rare chicken that when killed, gutted, prepared and eaten gives you +25% damage for one hour.
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as someone who both spent months in spreadsheets and simulation tools to increase my characters performance in some cases, but also loves to be lost in the moment and enjoy that suspension of disbelief, i agree with Kyrah: its not always the best venue to look behind the magic. it does take away a certain part of the experience - but it adds another layer of meta, so if you really dont care for the magic but want to minmax, there is nothing to say against such analysis. so while i, personally, prefer the magic over the analysis here in DayZ, i think both approaches are valid, and it is a decision each player has to make for himself. just be aware that its a one way street, because you cannot 'unsee' the ropes and strings and gears that drive the magic ;) also, inb4 milsim fans shit on the dispersion mechanic as a whole :D
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Number of Weapons in Mod versus Standalone
Element47 replied to Katana67's topic in General Discussion
i know, i know, my smartass-post wasnt entirely fair. i just wanted to point out that the fact that melee weapons do add to the diversity of armament in the SA, which wasnt possible in the mod. -
Servers: "Friendly server, speak before u shoot"
Element47 replied to erlendbutt's topic in General Discussion
i thought 'noobs only' means 'drunkards welcome, no once cares if you fuck up the objective' -
Number of Weapons in Mod versus Standalone
Element47 replied to Katana67's topic in General Discussion
thats not the calculation i have in my books: because melee. do a comparison of the amount of objects you can use to kill your fellow survivor with. ;) -
first, you shouldnt throw milsim (and especially arma) vets and dayz vets into the same category. i am a passionate dayz mod vet, yet i loathe arma, i think it is a horrible, horrible game. but thats not a topic for this thread i disagree with you in your assessment of the SA. the mod was nowhere more difficult, or more unforgiving, than how the standalone is planned to be, and already becoming. powerfeeding on steaks to heal completely, #YOLO-DMR all day long, running from Kamenka to NWAF and gearing up in 30 minutes - that was fun in the mod, but it wasnt hard. the real challenge in the mod were the (Arma-related) bugs, i died more often from stairs, ladders and ATVs than from starvation, what does this tell you? i expect more from SA. Sure, running is quite fast atm. loot is abundant for obvious reasons, but dont expect this to stay that way.
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Servers: "Friendly server, speak before u shoot"
Element47 replied to erlendbutt's topic in General Discussion
i'm not into servers that try to impose weird, arbitrary rules in dayz. a large aspect of the game is that it is a social sandbox, with every encounter having a new possibility of friendship or hostility, loyalty or betrayal, support or challenge. that said, i fully support the possibility of custom rulesets on modded private/community hive servers - once the game is final, released and established a vanilla standing. -
Hostages and robbing rates seem down?
Element47 replied to Death By Crowbar's topic in General Discussion
forcefeeding worms incoming, so kidnappings will probably rise again in popularity :D -
as an old man (40) i tell you, roleplay in gaming and in the bedroom has nothing to do with age :P i hope food in the cities will become much rarer further down the road, so everybody will be forced to live off the wilderness (or off the food he rips out of the cold dead hands of their vanquished enemies)
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as a vashiikaran love guru, i can confirm that.
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dayz roots are not in the mod. dayz roots are in deans vision for a highly unorthodox game, an 'anti-game' as he phrased it once. with the original mod, he did the best he could to make this vision a reality with the tools at his disposal. but the standalone offers much more opportunity, more flexibility, more possibilities to make that vision reality. it will obviously be different, because it is far less limited by the framework of an arma mod. and thus, it will be different, and thats a good thing. i would be disappointed if it werent so
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"Priorities for tasks are built around what is needed based on dependencies, not what is most needed to satisfy the game design" so when we get an update that really adds gameplay elements, it is absolutely understandable that people are stoked. i love the new update. some may argue that you forgot vehicles in your list of huge gamechangers :P i agree that the things you list will have a large impact. but this fact does not detract from the joy of having new things to play and test, no matter how small. the past has shown that the community is quite creative getting fun out of the smallest things. my first thoughts: - crash sites introduce randomly placed high-value loot, but also new interaction options: i am sure we will see ambushes there. both aspects are awesomesauce - animals, fish, fruit, worms and fireplaces make the nomadic hunter-gatherer life completely viable, not depending anymore to find canned food in urbanized areas, i am really excited about it - we have new weapons and new clothes, diversifying the overall game experience, this may seem like a small addition but it really adds gameplay value imho
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i wanted to use the maintenance downtime to explain to people not quite familiar with the matter, how software development usually works:
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Hetstaines really dodgy screenshot tutorial for noobs
Element47 replied to Hetstaine's topic in Gallery
this is so hot. :wub: -
i had a different experience - of course i met those nervous types too, constantly changing positions and checking their surroundings, but had also enough encounters where we just stood together - or even sat together. those who really do have the urge to move constantly, will do so no matter how much momentum you add - and i doubt it will look more 'realistic'. maybe there will be a slight change, like poeple running around in circles now instead of strafing.
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an underlying issue is, that people will always try to (ab-)use the tools at their disposal to the maximum extent possible. no matter how strict the rules, no matter how hard the punishment, you will see people behaving 'unrealistically'. thus i am against imposing an overly strict ruleset and punish everyone all the time for the 1% of gameplay time during which 'jiggling' of a player character really does matter. for me, real, direct combat makes less than 5% of the gameplay, probably much less. and most of it isnt really affected by people changing run direction. but i ackowledge that there are people whose whole gamplay experience consist of long-range scoping adn headshotting. i am not here to argue gameplay differences, but i think, that on average, the impact of the issue you describe is negligible - at least in comparison to punishing the whole player base, across all playstyles, all the time. p.s.to clarify: in this context and my opinion, adding artificial sluggishness to movement is punishment. i completely agree with you in other parts, like movement speed, endurance etc. edit: i wasn't aware that you can sprint sideways. afaik only double-tapping the forward key engages the sprint. btw strafing is not limited to arena shooters. it a staple excercise of runners and a basic maneuver in soccer
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yes to reducing running speed. introducing artificial input lag/delay? nope.
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Do anyone know when is the Q2, Q3 and Q4?
Element47 replied to kircheschm's topic in General Discussion
i found Q1 and Q2..... -
to me, quick time events are lazy. quick time events put the action on rails, with predetermined stations. this removes any dynamics, and they usually break the immersion and flow. they reduce the action to a wait for the button prompt. it is much simpler to implement, of course, than having the ability for action and counteraction persist all the time. i would love to have a proper melee combat system with the possibility to counter an axe swing or knife thrust through a time-critical action. but only if i would have to assess the right moment from the movements of my adversary, not waiting for an immersionbreaking visual as a cue to commence buttonmashing.
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quick time events are a cancer in gameplay mechanics. i'd rather gouge my eyes out with rusty sponns than advocate such abominations
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Petition: No more randomness in weapons, SKILL based combat.
Element47 replied to xalienax's topic in General Discussion
it also has better blood effects than Arma & DayZ :D -
Petition: No more randomness in weapons, SKILL based combat.
Element47 replied to xalienax's topic in General Discussion
what if i want the game to be more like that other Bohemia zombie game? dont get me wrong, but discussing where a game should head based on its heritage - not sure if thats not too limiting -
How to set up an autorun key in DayZ
Element47 replied to leefriendfield's topic in General Discussion
i have a text macro for the bi-weekly autorun threads: -
current renderer: future renderer: