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Everything posted by willey.erd@oundleschool.org.uk
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Are Cherno and Elektro staying for the standalone? i hope not!
willey.erd@oundleschool.org.uk replied to elf cakes's topic in DayZ Mod General Discussion
I don't think that turning Chernarus into basically a field with a few hamlets would attract much of a playerbase. Sure, the cities are high risk, but they are high reward as well, and with new, more challenging survival mechanics in the Standalone players will be forced to club together more to stay alive in such a dangerous, zombie-infested place as Cherno. Also, by increasing lootable buildings and generally increasing the size of the cities, players will be more spread through the town with fewer 'chokepoints' such as the current firestation. -
DayZ Devblog 22nd February 2013
willey.erd@oundleschool.org.uk replied to rocket's topic in Mod Announcements & Info
Really? To me it looks like they are nearing a point where they may be able to start proper gameplay testing (although I still doubt a release before June). -
DayZ Devblog 22nd February 2013
willey.erd@oundleschool.org.uk replied to rocket's topic in Mod Announcements & Info
YES! -
black screen when unconscious
willey.erd@oundleschool.org.uk replied to Tumoa's topic in DayZ Mod Suggestions
Confirmed (mostly) on Reddit: http://www.reddit.com/r/dayz/comments/16rz4d/mechanic_idea_you_dont_pass_out_you_black_out/ -
DayZ Devblog 22nd February 2013
willey.erd@oundleschool.org.uk replied to rocket's topic in Mod Announcements & Info
Well, over halfway there I reckon (if his <12 hours is to be believed). -
DayZ Devblog 22nd February 2013
willey.erd@oundleschool.org.uk replied to rocket's topic in Mod Announcements & Info
Seeing as he tweeted this, it is likely he is either about to record it or is editing/rendering as we speak. Hopefully by this evening or tomorrow morning. -
[Standalone Suggestion] Bases
willey.erd@oundleschool.org.uk replied to excursion_@hotmail.com's topic in DayZ Mod Suggestions
I'd like to find a caravan park or some campsites around the map, would add some variety to the forests. -
How Serious do you get in DayZ?
willey.erd@oundleschool.org.uk replied to Goreman's topic in DayZ Mod General Discussion
Both? Why isn't that an option? -
DayZ Devblog 22nd February 2013
willey.erd@oundleschool.org.uk replied to rocket's topic in Mod Announcements & Info
I actually just screamed like a girl. What is happening to me? -
DayZ Devblog 22nd February 2013
willey.erd@oundleschool.org.uk replied to rocket's topic in Mod Announcements & Info
News update from Reddit, for those of you who don't read it: Rocket has posted on one of their threads (http://www.reddit.co...rysm_over_here/): -
Have any suggestions ever been implemented?
willey.erd@oundleschool.org.uk replied to roykingtree's topic in DayZ Mod Suggestions
If you have an idea, and want to see it ingame, you can make it yourself. If you have the knowledge you can make the code/assets and make a Pull Request on GitHub, and if R4Z0R and the other team leaders like the feature they will implement it. An example were some of the new models like the machete which were made by Elvaron, a community member, for the latest patch. I am currently working on some textures for food and drink cans to add some Chernarussian-styled variety to the game. If you don't have the necessary skills, keep trying and hope that someone can pick up your idea and fly with it. -
Community Food and Drink Textures!
willey.erd@oundleschool.org.uk replied to willey.erd@oundleschool.org.uk's topic in DayZ Mod Suggestions
You asked and you did receive. -
Survivor/bandit log - bring story to DayZ
willey.erd@oundleschool.org.uk replied to Xianyu's topic in DayZ Mod Suggestions
People need a good lecturing about tags and the search function. While, as always, a nice idea, it starts to grate when there is already plenty of information out there on this topic and numerous posts from Rocket on the Reddit I think about said idea. -
Community Food and Drink Textures!
willey.erd@oundleschool.org.uk replied to willey.erd@oundleschool.org.uk's topic in DayZ Mod Suggestions
joe_mcentire there you go. Best I could do given the trying to fit into Chernarus standard! -
DayZ Standalone End Game?
willey.erd@oundleschool.org.uk replied to ck3 (DayZ)'s topic in DayZ Mod General Discussion
There's quite a few topics on this already, please use them. We wouldn't want your ideas to go to waste where there are much more popular threads already running. -
Some PDW clarity please?
willey.erd@oundleschool.org.uk replied to joinnkakashi@gmail.com's topic in New Player Discussion
The PDW does make noise, I'm not sure where you heard this. -
'Chernarus Plus' should have overhauled geographical features.
willey.erd@oundleschool.org.uk replied to Pokerguy12's topic in DayZ Mod General Discussion
You'll get another one later on in development. Personally, I'm really excited about the idea of a large Western city, which Rocket has already expressed interest in. -
Community Food and Drink Textures!
willey.erd@oundleschool.org.uk replied to willey.erd@oundleschool.org.uk's topic in DayZ Mod Suggestions
Might upload higher res UV maps as the buldozer renders don't do them justice. -
Dayz single player
willey.erd@oundleschool.org.uk replied to cogwarrior666's topic in DayZ Mod Suggestions
Hmm.. Someone rebooted a necro thread. -
'Chernarus Plus' should have overhauled geographical features.
willey.erd@oundleschool.org.uk replied to Pokerguy12's topic in DayZ Mod General Discussion
Chernarus+ is the name of the map that will ship with Standalone. -
'Chernarus Plus' should have overhauled geographical features.
willey.erd@oundleschool.org.uk replied to Pokerguy12's topic in DayZ Mod General Discussion
Why would you even have Lopatino as a home town? It's a death trap. All I can say is run, Forrest. Run. -
Community Food and Drink Textures!
willey.erd@oundleschool.org.uk replied to willey.erd@oundleschool.org.uk's topic in DayZ Mod Suggestions
Just an update for anyone lurking.. I've been really busy this week with work and all that so haven't had time to make any more cans. I haven't managed to get a server up either (it's really, really, unnecessarily difficult) and probably won't in the end. I guess if I uploaded the UVs you could review them and I could just send the descriptions and such to GitHub when I feel like I've got enough and am happy with them. Please give your thoughts (should we have a vote beforehand etc). -
Replace the AS50 and M107 with the KSVK?
willey.erd@oundleschool.org.uk replied to V2_Danny's topic in DayZ Mod Suggestions
Just saying.. It's Anti-Materiel. Not Anti-Material. A common error. -
What the hell
willey.erd@oundleschool.org.uk replied to maninthewall's topic in DayZ Mod General Discussion
Someone probably spilt some repulsion gel. -
'Chernarus Plus' should have overhauled geographical features.
willey.erd@oundleschool.org.uk replied to Pokerguy12's topic in DayZ Mod General Discussion
Hopefully with all the new enter able buildings the map will become larger again: I'll give an example of what I mean. So, you run past, say, Lopatino. I say Lopatino because it has about 2 loot spots in the whole of the town, and as such, you are going to spend about 2 minutes looting it because there's no need to waste any more time there. Then you would head on to somewhere like the NWAF or Vybor. Now, if every building in Lopatino was enter able, there'd be a good 20 buildings or so to look through of varying sizes. Currently, as you know, loot spawns in little piles on the ground so it's very easy to run into a building, grab something and go. Also, zombies are broken in buildings so it's easy to get away from them. When the loot is hidden and has to be properly scavenged, as Rocket mentioned in a devblog, you are going to have to spend much more time to find worthwhile things in a building. So, rather than 1 minute looting a house, maybe you'll spend 3 to 5 depending on the size of it. For a small village like Lopatino that turns a 2 minute affair into something more like a 40 minute job, and with the improved zombies you'll have to be on your guard a lot more. What this does is add a TON of playability to a huge area of the map that basically no one visits as it is currently pointless. People frequent only about a third of the total map: the Cherno-Elektro coast and the Stary-NWAF strip. By making it more viable and giving more incentives to visit the villages, you are expanding the total area in which players operate and as such the map will feel MUCH bigger, as you are moving generally much more slowly around Chernarus rather than hopping from empty village to empty village. I'd love for looting a mid-sized town like Zelenogorsk to take a good hour or so. That's the kind of scale I'd like. Just my theory. Please say if you disagree.