Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
848 -
Joined
-
Last visited
Everything posted by libertine
-
psychological effects of banditry
libertine replied to SpetsnazGRU (DayZ)'s topic in General Discussion
I say reward bandits for KOS'ing, let em spawn with M4 as military or mercenaries paid to kill survivors to try and stop the virus.... just please slap a small subtle bandit armband on them (red, with a medic symbol on it, that they originally put on to identify each other) so people roleplaying survivors/vigilantes can hunt/stalk/KOS too. Right now it way to hard to firmly identify a bandit/murderer action with 100% certainty. I spent about an hour overlooking a jail last night waiting for [a tiny] chance to see 1) a bandit AND a survivor come along 2) at the same time 3) and witness a murder 4) with enough view to know whoever shot first wasn't acting in self-defense (unlikely since i can't see into the barracks where stuff usually goes down), so i could act as a vigilante. It really felt like a waste of time after i was done. Seriously, i almost want a damn cardboard cutout of myself to see if anyone shoots it.... -
The bandit god.
-
Less annoying eating and drinking sounds?
libertine replied to jamoy1993's topic in General Discussion
At least there isn't the lip-smacking eat sound effect from the Epoch mod (i think it is). -
THE MAN DIED A HERO!! tried to kill a pos hacker...
-
Oh yeah, were going to need new maps period, eventually.
-
I tried the 1st only servers and I didn't like it at first and i must have hit the 3rd person button about 50 times in 20 minutes, but it is definitely growing on me, i like knowing that if someone can see me, i can see him. It sort of feels right after awhile. A little tip, if you miss seeing your avatar to see how the clothing really looks, it helps to go into weapon-up mode and look down.
-
I only watched the 1st two, but he didn't seem friendly, but more annoying, with an unknown motive (from the players point of view).
-
I like the change. If most people remain at the coasts, encouraged by a easy to get to PVP area right at spawn, it really makes the inland too unpopulated. Its already really hard to find players because of interiors and zombie spawns no longer indicating presence. I'd really rather spawns be all over the map.
-
Shadows on very low gives better performance in many scenes i've tested, "normal" is even higher but doens't look quite as good as very low when it comes to tree shadows imo (and doesn't render at the right depth with 3D Vision). However in dense forests i've tested in it doens't work this way.
-
Or better yet, don't die. Play as immersively as you can, like your there and your life is as important as it is in real life, keep vigilant. When BI's first game Operation Flashpoint came out, some servers created 30 minute team death matches with no respawn. That was probably the first time i learned the value of loss in a game.
-
In my opinion, the current compass is an example of over-design.
libertine replied to ZedsDeadBaby's topic in General Discussion
If something simple doesn't work its UNDER design. Right now it is using the hand gun holding animations so with time it should be worked on. There is no reason why it can't be grabbed/used with one hand in future patches, without lag. -
DayZ is the only multiplayer survivor game thing where you can't carry like 10 guns, WHICH IS FANTASTIC, lets keep it this way
libertine replied to hannibaldaplaya's topic in General Discussion
If they do allow more than one weapon I hope it at least makes just a bit more noise when moving around and has the chance of making some very subtle, but potentially element-of-surprise ruining collision noises when the player model touches the environment. -
How to authentically strike the right balance of PvP in DayZ SA.
libertine replied to Zeds_Undead_baby's topic in General Discussion
Oh? How so? -
Yep, its very short now and i can still see the gun a little bit, but not the player. I do like that fact that only torsos show after a certain distance (my experience) and i like that fact that it is a little harder to see players at distance, but i think making it avatar go into "stick figure" mode THAT close is a little too much. I think its a little transparent too, which is actually a very smart way to handle the fact texture in the game at distances have very little noise in them to hide players as they would in real life. I don't think this would be a server performance issue, i thought they were trying to put a dampener on sniper rifle usage, but i don't know for sure. Another issue in alpha is that players are difficult to find now since zombies spawning doesn't mean a player is there and interiors are makign it harder to find players, ie, no longer can you quickly glance down streets and have pretty good idea a player isn't there. He may be in a building or going from building to building via back yards etc... I do hope they put in a little transparency for far away players when they are not moving, simulating the difficulty of seeing a player against a more realistically noisy background.
-
I think zoom should be reduced a little bit, and normalized across resolutions ideally, at least fixing it so that different FOV values don't effect zoom level. But if they do that, I think they should also increase player view distance because right now avatars just about disappear while i can still see their guns swaying. This would help us see them better with lower zoom levels. It is already a little too difficult to find players without spawning zombies and the addition of interiors.
-
How to authentically strike the right balance of PvP in DayZ SA.
libertine replied to Zeds_Undead_baby's topic in General Discussion
They were removed for a time, then brought back. Find me a server without bandit skins. I've never seen EVEN ONE! I've been playing for a long time. Did you know that the hugely popular Origins mod also has them, just more varied ones that changed as you progressed. Its not a hardcore survival game, its a warzone, which im okay with, but right now it doesn't have a rhyme or reason. Add in bandit skins, then it makes sense. People aren't going to go ballistic in a zombie apocalypse when what matters is people shooting zombies, it doesn't matter who is doing the shooting as long as they're not missing. -
How to authentically strike the right balance of PvP in DayZ SA.
libertine replied to Zeds_Undead_baby's topic in General Discussion
Oh, fucking teamwork.......yawn... #2 IS DAYZ!!!!!!!!!!!! Did you not know there was a humanity system in DayZ? With bandit skins? Which was a negative effect for them since i'd KOS them ASAP as a survivor and im sure almost everyone else did too. -
The in game volumes are up of course? Try one quick thing that i must do to solve sound issues on my soundcard: Go to play back devices, select your speakers -> configure -> select a choice other than the one selected and click test. If a prompt comes up, click ok. Thats it, always solves my issues. Prob won't work though im guessing. Maybe try alt tabbing out when the game is loaded and check volumes? Good luck,
-
DayZ Sound Design Test - Part 3 Final Added
libertine replied to fortran's topic in General Discussion
Sound effects and sound behavior are so under appreciated. I used to be an EAX user I believe as soon as i could afford it but fell off the wagon while there was a lack of EAX supported games. When i came back to EAX after hearing the Battlefield 2142 supported it i couldn't hardly believe my ears. Its a little sad that sound propagation and proper effects aren't created for games as it is really amazing to experience when they are done really really well. Wish i could give more than one can of beans... -
KOS is fun, the whole process sometimes. I only do it when playing the Origins mod to bandits wearing bandit skins. But for immersion players playing realistically it F's up their experience I think because in part it doesn't make sense. If there were a little hint of a meaning behind it via a small back story i think it would be much more acceptable. Sounding like a broken record now, but i think bringing back the humanity system and giving bandits a subtle red arm band would be best, making KOS'ers mercenaries for the remaining military structure, acting to try and stop the virus by KOS. The arm band would make sense because they don't want to shoot each other and have been told they will get protection/housing/food when "its all over". Survivors become the resistance, having learned what is going on and can now KOS bandits, acting as a sort of vigilante, or they can be passive survivalists avoiding people as per usual.
-
In my opinion, the current compass is an example of over-design.
libertine replied to ZedsDeadBaby's topic in General Discussion
Its under designed if it doesn't work well or works inefficiently. The 3D model use is awesome, although it needs to be held more towards you. There is no reason you could program it to do as you say. I'd prefer a one handed use, still able to hold a rifle or something in the other hand but not aimed super well and probably held down. Too often developers don't take opportunities to incorporate realism and believability into what are supposed to be challenging game mechanics. Un-realistic filter use in Metro: 2033 and LL, not being able to see the results of your selector switch in BF3 in HC mode, driving the ship around with your mouse in Mass Effect 2 and 3 or scanning planets for resources with your mouse when that simple would of course be automated in real life -in an otherwise believable game (at least in the sense that a Star Trek Transporter is believable). -
Im curious about your opinion on something. Do you think you would feel differently if bandit/murderers were identified by a red armband of which it was said in official DayZ lore to be the armbands of mercenaries paid by the remaining local military/government structure to kill off survivors in an effort to help stop the spread of the virus. Would putting some logic to it help? Also, consider you'd be able to avoid these people with a little observation or binoculars while still having something to fear. You'd also be able to get back at those who choose to be bandits, knowing your not killing a survivor like yourself.
-
Generally how many FPS are you guys getting?
libertine replied to Jayissuperman's topic in General Discussion
Good writup on how vsync works: http://hardforum.com/showthread.php?t=928593 My system i7-2600+ with 570SLI Average frames in big cities: 25'ish Average frames elsewhere 38ish. Noticed shadows on very low increases my fps by 1 most times. On "normal" even more (normal shadows doesn't display at the correct distance in 3D Vision tho). This doesn't help when deep in a forest, something about the trees even though there seems to be just as much geometry in big cities. -
Im curious about your opinion on something. Do you think you would feel differently if bandit/murderers were identified by a red armband of which it was said in official DayZ lore to be the armbands of mercenaries paid by the remaining local military/government structure to kill off survivors in an effort to help stop the spread of the virus. Would putting some logic to it help? Also, consider you'd be able to avoid these people with a little observation or binoculars while still having something to fear. You'd also be able to get back at those who choose to be bandits, knowing your not killing a survivor like yourself.
-
I feel that less powerful weapons add to the pile of things that make it much more dangerous to hold people up and in some situations to try and be friendly to others. The other things -right now- are internet lag, server performance lag, framerate and clunky controls. For example if you have your weapon aimed at someone after coming up from behind, there isn't a lot stopping the guy from just turning around and taking you with him. By the time his mouse movements are transmitted through the internet the trigger is being pulled...