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Everything posted by libertine
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And for those who don't have hardly any interest in player interaction, THANK YOU for removing life from the coast. I agree with the point about looting becoming the gameplay, but .63 is going to re-work so much its the wrong time to worry about this stuff.
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Just being in a closed building should warm you up slowly IMO. @pilgrim: Does your game not require you to be at a specific angle distance to loot the zombie?
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Remember in order to loot a zombie, you just need to go prone once, get up and click your heels together twice, spin around just once (important) in a perfect 360 degree circle, then align yourself with the longest angle of the zombie, hit the inventory key once to see if everything went well and if so you will be able to loot the zombie, if not then move forward closer to the zombie and side to side say a prayer and try the inventory key again, if that doesn't work repeat the process, but then add in "drop your weapon to the ground and crouch twice, down then back up," in between the heal clicks and circle. Mmmmk, that should about do it. Now i have a few extra things i do to ensure i can loot a zombie the 1st - 3rd time i click the inventory key, but not everyone has a protractor or angle gauge so i'll just leave you a good starting point, okay.
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What you played was an older version they made playable for the public so they could work on another dev branch and make bigger foundational changes. The Zeds are the last thing the plan on focusing on for some reason. Definitely recommending checking out the Steam dev blogs before you get worried. The just last two should clear things up a bit and give you a better picture of hwere they're trying to take it. They are focusing on Dean's original no-fuck-around survival game though so probably best to get used to less food. Can't use maps right now so i use a Daytv's map. The survival mechanics you need to get you going (possibly considered spoilers...): Apple trees are a life savers You need a fire to dry your clothes to make a fire you need an axe to harvest bark and sticks to make a fire and also make the thing to light it, i forget the name. You need to chop logs to make the fire last longer than a few minutes. There are youtube videos that quickly go over all this stuff.
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Its kind of annoying to use big cities to loot because each of those big buildings often have only one item now, if that. Takes the fun out of it and also makes those areas feel useless and unsatisfying, like the big ship wreck. Cherno, with all 3 sub-cities should have a big left over military presence just to make the area more useable IMO. Maybe it would be a good idea to have bigger industrial buildings have an area with a lot of loot in one place, or a chance of it, otherwise its a lot of running around for nothing. Its hard for me to do that over and over and still feel good about it. A little more loot would go a long way to helping me get in the mood for exploring places ive already been and trying to find new things about those places. .63 is going to bring a lot of changes in this area from the sounds of it.
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For those complaining about the development time of DayZ
libertine replied to Guy Smiley's topic in General Discussion
@philbur: Your friend is an example of why i think the game could really carve out a successful space in the gaming market so long as they take it to a high quality level. This is a build it and they will come sort of deal IMO. If they get the game to look like The Division, in terms of atmosphere and environment detail, theres no way they wouldn't be successful. @animations: Those animation are sub-standard IMO. That climbing out of the car animation is super-easy to do; you could just borrow the existing prone-forward anim to start with changing the main poses and be done if your a little lucky. It also completely stops motion at the extremes, like the prone-forward animation does, thats not very realistic. The gun animation has the bare minimum amount of movements; it very basic; you put the ammo in and the gun goes downward, no accounting for the person applying force in the opposite direction with his opposite hand and the loading is exactly the same timing and gun movement for each round. Its not horrible but animation is one of the keys to believably and immersion IMO, its important to get it right for this type of game. I hope those are just placeholder animations to give the team something to work with and they probably are. The narrator of the last video said they were going to polish some movement animations later. If they leave the animations accessible, someone like me could make a big improvement at least. I want to get my hands on that ladder animation so damn bad. I can't change anything but the climbing movement, everything else will likely be locked away in the .exe so i hope they improve the transition behavior, it would make a huge difference in the gameplay i think, especially the exploration gameplay they are shooting for. EDIT: "could make a big improvement", not "could be..." -
For those complaining about the development time of DayZ
libertine replied to Guy Smiley's topic in General Discussion
Can you link to the trello page? The one i can find has only a public page. I don't see animations you're referring to. -
For those complaining about the development time of DayZ
libertine replied to Guy Smiley's topic in General Discussion
As far as animation goes, i do have experience with it, have my own demo reel for it. Most of the animations so far in the game ive seen were there from the beginning of alpha 4 years ago. Only hand/arm animations have been added afaik. All these animations take much longer than a week, but not this long. I definitely don't think this is the normal pace of AAA video game dev for an average size team. I think something happened along the way or the team is simply smaller than average. 4 years in and they haven't fixed the goofy ladder animation and behavior. .63 will give us a lot more information to go on. -
Arma 2 DayZ Mod vs DayZ: when will we be there?
libertine replied to Puffy420blazeit's topic in General Discussion
You can respwn other loot by taking it out of its spawn point ive noticed. I like hanging out in Cherno so i decided to try and use the only two military tents there to gear up, but unfortunately those tents only span low level stuff. That ive experienced anyway. -
Tent Render Distance can get you killed. I have some questions.
libertine replied to chambersenator's topic in General Discussion
Speaking of render distance. I tried to light a fire and put some flares on the center tower in Cherno, the one where you can go inside from the bottom and take the stairs up. I was really dismayed to see that just a block or two away from the tower and the light from either the torch or fire wouldn't render making the effort next to useless. Hopefully that will change in 1.0. -
For people that say the coast is dead now...
libertine replied to Jock McScottish's topic in General Discussion
Its usually empty when i go south, except for today. I lit a fire on top of the Cherno high center building and then threw a flashbang to say hello and shortly after it went completely nuts with people including a group of 4 trying to track me down. -
Agree, on my screen, the grass and trees look a little too colorful most of the time. I don't think its bad, just doesn't always feel like a real world. Im not looking for ugly or "literally" depressing, but like STALKER or.... ARMA 2 (pic below) would be good, or push it in that direction a little maybe. A lot of the graphics in this game feel like very typical "computer game art" to me. Rocks are very white in places, paint isn't faded in color and is still bright color, grass is super green, trees are all sorts of very bright colors.. Color is fine, it just doesn't seem cohesive sometimes. I do miss the variation in Arma 2 grass. I like the over grown look better and i hope they keep going with it, having grass and plants cover entire sheds, but think it needs more breakup in the way it varies. A programmer could really help here. I think they also should get a programmer to code variations of car paint and house texture and colors within a specified range. I think the entire screen gets a slight blue tint as a post process effect in standalone too. The difference between my character in the menu screen and in the game makes it look that way. EDIT: Also, i thought i remember grass getting thicker and taller the further out in the wilderness you got, i don't think we have that now either. Maybe it makes sense, maybe not.
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Huh, it sounds fine to me wearing headphones. I recently learned that if i set my X-fi Auzentech sound card to certain modes (and i think headphones as my), and play it through my normal speakers, it will emphasize the highest sounds way too loud while i can't hear the mid/low volume sounds barely. Since my headphones are always plugged in, i have been having this problem for years not knowing it was a setting rather than the source. Not sure if thats related to your problem, but just putting it out there in case it helps troubleshoot. @green_mtn_grandbob I definitely don't experience this.
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are you sure your soundcard or windows isn't set to normalize sound volume?
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We need more variety, the waterproof stuff is plain looking imo. M65 jackets could easily have water proof versions as there are many versions of them in real life and they don't need to look shinny to be rain proof. I hope they go for a layer system where you need to build up layers of clothing, ie ->shirt; ->sweater; ->coat; ->rain coat to survive outside. I really don't want rain coat or gorka jacket to be the only end-game gear.
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I hate the way pristine clothing look and can't wait till a zombie attacks me so my clothes don't look so damn horrible looking. So I wear my clothes ruined, damaged, worn, so long as they look decent. This poses a problem when going out in the rain for two miliseconds gets me "soaked through". I just realized i could switch servers today to get out of the rain, so i absolutely will do if i play again. I do not enjoy running around for the sake of a too-simple game mechanic that doesn't enhance my immersion, yet. The mechanic just weird and it happens too fast IMO and i worry about losing my stuff i pull out of my clothing if the server resets/crashes, i have no idea how many times i have to wring out and i don't appreciate clicking in my inventory multiple times to do that. They've got to make the game fully about survival IMO to make that fun and there are many problems with that in itself, it has to be fun and interesting and that part isn't there yet IMO. I can see how new players might really enjoy it all, but i role-played surviving in DayZ mod for a long time already. They really need to give this world new life for long time players before they can expect players to enjoy such simple mechanics. They can do it i think, but its a long way to go IMO.
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APOLOGIES TO ANY DEVS THAT READ THIS THREAD: I re-read what i wrote now after some time not having looked at this and it looks WAY more angry than i actually was. Like i said, i just swear a lot lately in life and don't mean to be rude and i mean no offense to any devs! Im just passionate about this game so i get a little worked up sometimes...and im a little worried your going to get to beta a call it a day, but thats no excuse for causing [potential] emotional harm. Every time i think about this i get so fucking annoyed. Am am so fucking sick of even the sight of that fucking east coast. Even after 3 years of not playing this game. The north sucks now, all those towns way up there look identical and feel so meaningless. Its not just the structures, its the terrain layout, nothing eye catching. It makes my journey to NWAF from........you guessed it.......the east coast(how did you know).....so boring. I have a hard on for Chernogorsk. I walk.............all the fucking way there.....a lot. Even if i make it there and beyond, there are rarely people there because there is almost nothing there anymore, nothing interesting, no military wrecks even or bases or road blocks and the industrial area, while an improvement, looks extremely generic looking now. Why not spawn people there, are they worried about people having a bit of fun in their game? The whole game looks like every other high contrast game now.
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Why don't we spawn along the southern coast?
libertine replied to libertine's topic in General Discussion
A couple?... of similar looking villages?... This is a still photo taken with a camera phone of the mapper after he was almost finished adding, more than 2 villages, to Chernerus. You can clearly see thats not a normal workload he was taking on and the science tests back me up on that. -
Why don't we spawn along the southern coast?
libertine replied to libertine's topic in General Discussion
I liked the emptiness of the upper northern areas and i like massively big open spaces in general. I think it was a little too empty, but putting that same looking village arrangement over and over and over and over and over...... How about something big that would make sense for being way up there far away from people like a massive nuclear power plant, or cement/steel plant made of new textures and models, something unique and interesting and new like these (you can hold ctrl to rotate): https://www.google.com/maps/@47.5661901,-122.346535,263a,35y,58.93h,56.41t/data=!3m1!1e3 https://www.google.com/maps/@47.5532862,-122.3482312,157a,35y,58.93h,56.5t/data=!3m1!1e3 -
Don't want a winter map mod or an official release creating a winter season? Come on. There could be tracks left in the snow, snow camo, skis, snow on the trees and the best part: the white slacks found in the game would finally make sense.
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Winter map mod, with camo clothing. Sounds great to me. I agree about the grass, older looked better. Having gardened for my chores so much when i was a kids, i associate thick grass with undesirable weeds.
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Why don't we spawn along the southern coast?
libertine replied to libertine's topic in General Discussion
Just make tents smaller. I see them all the time just wandering around. All the tents i see at the supermarkets where i live are the size of the old tents. -
Why don't we spawn along the southern coast?
libertine replied to libertine's topic in General Discussion
Yep, 100% agree with Pilgrim. Almost nothing is better map wise, not for my play style. Steps forward (IMO): Ship wrecks, especially the big one (negated by: very low rez ship wreck textures) Two big NE towns. industrial area of Zelenogorsk Big ass new ruins (negated by: absolutely nothing there, pointless accept for *NEW* explorers, once and done... but it may change of course) Big interiors for industrial buildings (negated by: Massive waste of time because almost always empty so i avoid them after short time) Problem is, there are so many downgrades imo that it all results in pretty little improvement map wise. I wonder who built the map, because i thought Brian made Tavania which i thought was a frikin awesome map, very logically built and spaced. -
Why don't we spawn along the southern coast?
libertine replied to libertine's topic in General Discussion
Well, for the games that i follow, beta usually means they're basically done. I don't play Minecraft or LoL. Battlefield games, when they reach beta are about 99% done excluding DLC. X-Rebirth as a counterexample is like 26% done. -
Why don't we spawn along the southern coast?
libertine replied to libertine's topic in General Discussion
Beta = 90%+ done in a lot of cases, you have to admit.