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Lights Out

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Everything posted by Lights Out

  1. Lights Out

    1.7.6 -Finalizing problem. PLEASE HELP!

    Yea, for some reason 1.7.6.1 on mine didn't show up until a little after I left that comment.
  2. Lights Out

    1.7.6 -Finalizing problem. PLEASE HELP!

    I don't believe DayZ Commander has that DayZ patch yet, only 1.7.6. Weird.
  3. Lights Out

    DayZ Devblog 15th February 2013

    And the new dev blog is up!
  4. Lights Out

    DayZ Devblog 15th February 2013

    Obviously you didn't read the part in which I was using two movies as a reference coupled with obvious common sense. Good to see your comprehension skills are top notch. Not to mention your argument pertaining to the inability to be knowledgeable on a subject based solely on the fact that it hasn't occurred is irrelevant. What do you think the CDC does? They are experts at predicting and preparing for outbreaks that don't exist and have never happened. I'm not claiming to be an expert but someone that is well read or knowledgeable can formulate valid scenarios and effects based on events that have never occurred. You probably do it daily, people get paid to predict what has not happened whether it's a business decision or a natural disaster. Now, for future reference, you might want to join in the discussion and leave a constructive opinion or just refrain from posting at all because honestly, you're not as clever as you think. Good day.
  5. Lights Out

    DayZ Devblog 15th February 2013

    Hopping puts a zombie at a distinct disadvantage in mobility. If this virus is to function as the infected in 28 days later/I am legend (I'm assuming this as the current dayz zombies closely mimic those from these movies), the virus results in mindless aggression and brain operation based solely on base need functions. 1) That would mean the infected would naturally move in a way that resulted in highest speed and efficiency. 2)They would not use strategic advancements which will explain why they will advance towards players in a direct path (mentioned this will be in standalone). 3) Lastly, since their thought process is based off relentless aggression, or lack of cognitive thought entirely (whichever way you would like to think of it) this would explain their higher speed and higher endurance. We, as humans, put a great deal of limitation on ourselves mentally due to doubt, low willpower, and or self preservation. Without the thought process, these limitations are lifted. Furthermore, if the virus affects the production of adrenaline, this will also account for increased speed and strength. Nowhere would it really make sense to hop around, however, I'd like to see how Rocket's brother addressed this behavior in the write up of chemistry/effects of the virus. All this aside, it adds to the variation of zombies, which I like, so despite it not making sense to me yet, I have no problem with it being in the game. , 1) I could understand this, very plausible.
  6. Lights Out

    DayZ Devblog 15th February 2013

    I think he's questioning the physical reason as to why a zombie would hop around.
  7. Lights Out

    DayZ Devblog 4th February 2013

    Good to hear the infected will finally pose a serious threat.
  8. Lights Out

    DayZ Devblog 4th February 2013

    Indeed. I'm sure for the initial release, they are mostly looking to create a stable game with the refined core features in place. From there, they can tweak stuff here and there, as well as get creative with new features in updates. For the game to be successful, the core features have to be successfully implemented above all and that seems to be what they are working on. I think some people don't seem to understand this. I mean if they only fixed the problems that plague the Day Z mod, the standalone would be amazing. The features they plan to implement later on is just extra greatness! There's a bunch of extra features I'd love to see but I do believe that those features should be put off until a later update after the initial release though. The core features must be correctly implemented first and so far they're doing a great job.
  9. Lights Out

    DayZ Devblog 4th February 2013

    All clothes starts out clean and it's not very difficult to shave. You don't even know how long after the outbreak this is.
  10. Lights Out

    DayZ Devblog 4th February 2013

    Has Rocket every mentioned anything about stamina and getting rid of the ability to just run forever? That was a major reason why the infected weren't anything to be feared and I thought it greatly took away from the game. I would love to see a huge prison put in. Big enough so that you can spend a decent amount of time exploring it. It would be crazy getting a bit lost in it at night and running into another group of players in there.
  11. Lights Out

    DayZ Devblog 4th February 2013

    As far as your reference to the dayz mod, the large presence of high powered weapons is largely in part due to duping. In the standalone, I'm sure this will no longer be a problem. Also, they can code high powered loot to spawn at a much lower rate. Maybe even base it off how much high powered loot is currently on the map whether it is still un-looted or in someone's possession. This in conjunction with the weapon overhaul which includes much more civilian type guns rather than military grade guns and your worries should be set aside. Now that would be crazy. Would definitely add more contrast to the map and it would totally flip the perception of the island. I think the island would have a much bigger impact as a prison island.
  12. Lights Out

    DayZ Devblog 4th February 2013

    Maybe you just can't run fast enough to notice the effect. It may be slightly over done in the game but when I'm at full sprint during college track practice/meets, I do notice a similar effect. Maybe not to the same extreme as in game but it is apparent. Blurring effect is definitely there but the "wobble" effect not so much. I feel it is more of a "bobbing" effect when at full sprint, I feel the game shifts the image too much from side to side.
  13. Lights Out

    DayZ Devblog 4th February 2013

    I wonder if they plan to make cupboards, fridges, chests etc. etc. open-able/close-able.
  14. Lights Out

    DayZ Devblog 4th February 2013

    I think it's too soon for zombies, I'm sure they aesthetically look amazing but they were, supposedly, still in the process of refining their animations/pathing and such.
  15. Lights Out

    DayZ Devblog 4th February 2013

    I love that he ran into doorways and stuff and didn't break his leg!
  16. Lights Out

    DayZ Devblog 4th February 2013

    14:49 of greatness
  17. Lights Out

    DayZ Devblog 25 Jan 2013

    Whoaaaa that bugged me out lol not really sure why I watched the whole thing -_-
  18. Lights Out

    DayZ Devblog 25 Jan 2013

    Those are server specific settings, not all servers have this running. Normally servers that are more newbie friendly have dots to help you out a bit.
  19. How cool would it be if items had weight to them along with square usage due to their size. Heavy items would SIGNIFICANTLY slow you down and weight adds up. You would not only have to worry about space but how much your items start to weigh and the effect it has on your movement. Maybe allow a player to carry a tire but they would have to actaully carry it which means you wouldn't have a weapon in your hands. It may be taking it too far but personally, I would be all for it. Main rotor assemblies and other big objects would still be allowed to be carried but it would be safer and more efficient to toss it in the back of a pick up or something.
  20. I'm guessing we'll get news from the Forum Moderators regarding their testing before we get another interview with the devs so I have to ask for you to test the whole "hide from infected in trees" tactic. Hoping it will be fixed by the initial release if it hasn't been already.
  21. Agreed, furthermore I wouldn't mind seeing the side chat completely gone. At the very least I would want to see the death messages and global chat gone. Messaging should be broken up into 3 channels exactly as I believe voice chat should be broken up. Whisper, talk, and yell which would cover three varying distances. Type or speak in a channel, any player in the said distance of that channel could hear or see that message. Anyone outside the distance of the yell channel cannot be communicated with. Unless they were to implement walkie-talkies of course. I would love to get rid of side chat all together but it would cause a problem for the hearing impaired.
  22. Indeed. Like I said in a response on the page before, permadeath has to regain its meaning. The addition to diseases should add some consequence to re-eqipping loot from your rotting body, possibly deadly consequences. If that can at least limit players' ability to easily pick up their gear after fresh respawns, permadeath, a vital part of the game will be much more effective. In turn, death will hold much more meaning in game which will add to tension and fear. The request that was made for team spawns would not only take away from devastation of dying, but it overall makes the game too easy.
  23. If you mean you start with a pack and after surviving X amount of time, magically extra pockets appear on your backpack lol then I have to disagree. Different backpacks should be scavenged for. You could make it so certain backpacks are better equipped for certain items or have pockets for quick access instead of digging through one big pocket, however, that becomes complicated very quickly and adds extra development/coding work that isn't necessary. Especially not on initial release nor on any of the early updates.
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