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colekern

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Everything posted by colekern

  1. colekern

    Is DayZ becoming a shoot'em up game?

    I really think this will be fixed by base building in the standalone. I mean seriously, after you've set up your camp, gotten good gear, gotten food there's not much to do. But with in-depth base building, you could literally make an entire town.
  2. I'm not an admin, but my gosh...
  3. colekern

    DayZ Multiplayer campaign

    No. The point of DayZ is to make your own story.
  4. This is, obviously, a suggestion for the standalone. My idea is to have an Alan wake-like system for opening doors, with some small modifications. In Alan Wake, to open a door, you just walk into into it. Your character puts your hand forward into the door as if he's pushing it the door open. It's a very simple system. I suggest that a more advanced form of this be implemented. Instead of just walking straight into the door and the same thing happening every time, what if you could open the door in a stealthy way? For example, what if you crouch-walked into the door, and you open the door silently gun still raised for attack? What if, when you sprinted into the door, you ram your body into it and burst it open? I also think the door opening button should remain so you could open the door without exposing yourself. You may be wondering why we would need to have an Alan Wake-ish door system when we would have a button. The idea is that you wouldn't have to stop to open the door. You could keep moving while opening the door. It would also allow you to break the door open by sprinting into it, or opening it steathily (is that a word?), or whatever.
  5. colekern

    Ladders, the new killers in the game

    It's a glitch. They can't fix it the mod because it's.. well, a mod.
  6. colekern

    Alan Wake(ish) door opening.

    Oh my gosh I'd love that!
  7. colekern

    Alan Wake(ish) door opening.

    The reason I suggested this is because doing an actual door opening animation is extremely clunky. With an animation, you, have to stand in a very specific spot for it to look right. With this, it's less detailed, but much more dynamic and free.
  8. I'm gonna start with this: this is a concept (for standalone), as in, NOT FINISHED. All of the ideas in this thread are completely open to community discussion. If you don't like it, keep your post stating your opinion polite and helpful. Post why you don't like it, how it could improved, or whatever. Just don't leave a post saying "OmgZ I don ot liek thos surgeshtin, yu sack fer mekeng it!! ): Anyways, the suggestion. Right now, Arma's equip system is very rigid. I basically want players to have more choice when choosing weapons. I suggest that we use a "slot" system. We start with ten empty slots. It's almost like a hotbar. Except most of the time, it won't be visible. There are no restrictions on what weapons can and can't be put into your inventory. Two melee weapons? Okay. Two pistols? Go right ahead. Two assault rifles? You won't have much room for ammo, but okay. This could also be used to balance overpowered sniper rifles. If they took up 7 spaces, and it's mags took up two spaces, then there wouldn't be much room for a sidearm now would there? After you arrange all of your weapons, this is what it would look like: The ammo counter could be removed to make you rely on further checking your mags. Mags could also be further expanded to load bullets, assuming the standalone will use an ammo system like that. Now let's try something else: Let's replace the pistol with an MP5. Obviously, we had to drop some mags to hold the new gun. If we had a melee weapon in place, we'd have to do the same thing: make room. You would basically be making room whenever you found a new, somewhat better gun, and this would balance certain weapons by adding in a "how many slots does it take up?" kind of thing. We would have to place a restriction on how many weapons can be carried (say, 3), because we don't want people running around with 10 pistols equipped. Another thing that I think would balance the system is the fact that weapons will become rarer in standalone. Sure, you may be able to equip an SMG and rifle at the same, time, but good luck finding them! So what do you think? Discuss! Tell me about what could be improved, what I could change, what needs to be overhauled, whatever. P.S. Yeah, I know that the standalone's UI is being re-done. I just thought this was a cool idea.
  9. colekern

    Horrible FPS on a not-too-shabby PC

    It's more than likely the server.
  10. colekern

    Some more DayZ Standalone pics

    They just released more today! http://dayzdev.tumblr.com/post/39933141266/where-is-the-standalone-release-i-suppose-i
  11. colekern

    Ugh.

    You obviously don't realize that it's not Battleye's fault. It's the Arma engine. Do your research before you rage. This post is ridiculous.
  12. I just figured out that Sula is a girl... I feel totally oblivious now.
  13. colekern

    The sounds of dayz need serious work

    This has been mentioned, but I'd still love to see a complete sound overhall.
  14. It was announced today on the Dev blog, actually.
  15. Is it no longer following the minecraft model?
  16. colekern

    Fps lag with my new computer.

    Probably the server.
  17. Wait, is it still using the minecraft style developement system?
  18. First, you don't actually store items in your bag unless you manually store them there. You wouldn't be doing that here. If you look at the weapon switching animations, you'll see that the primary weapon has a strap, it just isn't rendered because that's extremely hard to do without PhysX, something Arma 2 doesn't support. With this system, when you switch weapons, you don't stuff it in your backpack, you just move it to your back. Back, not backpack. Like this: http://i.imgur.com/fDpDG.jpg The reason for the hotkeys is that, if you're carrying three weapons, it would be extremely clunky to use the scroll wheel, which will likely not be used in standalone. In that case, you would only use one key to switch, meaning you'd have to switch weapons multiple times to pull out a certain weapon. How the heck did you get the "I want to add generic FPS aspects to DayZ" from restricting the amount of weapons? The reason I said this is because you wouldn't be able to store ten pistols on your body, you'd have to put them in your backpack... which you can still totally do. Finally, who said DayZ is fast paced? Switching to a secondary would still take a decent chunk of time, especially if you had a second large weapon such as a SMG or Shotgun. I think you misunderstood what I was trying to say. This would be nothing more than the equip area, you would still have the regular inventory.
  19. A quick first person fix for those with motion sickness: Go into game options and turn off camera shake.
  20. colekern

    Major HELP needed

    For me, this issue was resolved by waiting. In the meantime, you could try SixLauncher.
  21. colekern

    lock out

    No. Never.
  22. The slot would basically just show how many mags of each type you have left. Imagine the current pictures, just with a second mag.
  23. No, .50 cals take up more space because they weigh 25 pounds. Only .50 cals, nothing else.
  24. Also, I don't really like that inventories equip system because it's just so rigid. There's no room for the player really being able to adjust his equipped weapons. Also, how is ten slots overzealous? I went over the number for a while and eventually decided it would have to be 9 or ten because I thought that you already had the ability to hold that much gear.
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