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joe_mcentire

[DAYZ SA] - ultimate Q&A

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Which disadavantages will helmets have? muffled sound? limited sight? Running with a helmet on would be really annoying after some 100, 200m. Wouldn't a stamina-system in some form make much sense?

DRAWBACKS CONFIRMED:

http://www.reddit.co...awbacks/cazd04a

Edited by joe_mcentire
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Which disadavantages will helmets have? muffled sound? limited sight? Running with a helmet on would be really annoying after some 100, 200m. Wouldn't a stamina-system in some form make much sense?

Beans for you. They really should have some disadvantages, for example overheating you after being in the sun too long with it.

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Will you make it so gamma and brightness settings can only be set at the start of a game and never during? Or will you let players keep on cheating?

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After seeing the new zeds and the "jump-attacks":

Is this a "special" attack from the more "healthier" zeds and if yes, will every zed depending on the "state of decay" (hehe) have its special attack? How many stages were even planned for the zeds? Will they degenerate over time or maybe due to player-inflicted damage?

Edited by joe_mcentire

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How similair will the movement and stance system be to arma 3? To be more axct, will we be able to use a lot of stances, like low crouch, high prone etc. I feel like if i had means of keeping my head and weapon just above the grass would help me keep playing in 1st person because as it is now, they can see you, and you can't see them. I have seen that you have enabled shooting while moving, i wonder if it will be something like arma 3, because shooting in that game feels really responsive, at least for me. Finally, when we aim down the sights will we be able to move fast with a lot of sway and slow with less sway (all of these will make combat more authentic in my opinion)

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there is no such thing as a seamless stitch; both in putting maps together or sewing. How ever no it isn't possible to add maps into chenarus. I saw on another thread here a guy who was talking about the map borders and said that there is no way to expand past the map borders, this is into the debug btw. So no there is no way to do it unfortunately.

They seem to be able to do it at secondlife.com I can walk from one server to another with no apparent signs of having done so.

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So you redid most of the buildings. Did you think about basements or attics? Or did you simply forget them?

Edited by joe_mcentire

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Have you ever thought about "upgradeable" places/areas to use as bases rather than the "sophisticated" way of making instanced underground structures (which seem not that authentic anyway imho)? e.g.: the new prison, the stranded ship, some buildings etc.

by using a predefined amount of possible "base-candidates" you could also regulate emerging lag-problems.

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---

Edited by joe_mcentire

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Some ppl don't really like the "civilian" way the player now holds the weapon (E3 video material). Do you think it would be good/nice to see that initially your player would hold guns like that but after you have survived a certain amount of time (along with frequent use of weapons) maybe you could then hold/handle the weapon in a more professional way (like in arma 3 for example)

That would mean you could tell if you're looking at an experienced survivor or not, if he looks like he knows what he's doing then you know he may be carrying some nice loot.

keywords: subtle skills/perks as you mentioned one time rocket.

Edited by joe_mcentire
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You said with the new loot-system you could plant only one special unique item into the world if you want? what are your ideas?

i could think of one old bottle of crimean sparkling wine, or a good old unopend vac-pack of coffee, or how about a gorilla suit to give the opportunity to create "myths and legends"?

Edited by joe_mcentire

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1. Will there be dark rooms with no source of light despite the time of the day? In the mod everything's light when it's daytime and everything turns dark when night comes.

2. Will there be radioactive areas which will require a player wear some special protecting suit to stay alive?

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interactive wildlife.. bears / wolves / tigers / bobcats / moose that are a threat similar to the bloodsuckers on namalisk map that try to kill you. could kill them for their meat and use their claws maybe for a spear or their fur for some other crafting material.. maybe even infected versions of each of those that are twice as deadly and can infect you and eating their meat would also infect / make you sick?!

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how about zombies that walk in packs or herds around the map and the more zombies they encounter the more that stay with the heard itself until players kill them all off.

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So you redid most of the buildings. Did you think about basements or attics? Or did you simply forgot them?

Think i can answer this one for you joe, assuming the way the map is created in the standalone is the same as in arma, placing a building onto the map that had a basement would just sink the basement through the ground but the ground itself would still be there filling the space of the basement.

I'm not saying that i know for sure its impossible to remove that part of the ground but i'm pretty sure it cant be done in arma.

There's no excuse for having no attics :D

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Suicide: What was the thought behind this option?

Do you think "suicide" must have negative consequences? In terms of "revaluing a dayz-life" this option could be quite problematic. (Easy way out)

Edited by joe_mcentire

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Have you tried to create some sort of basic (dev-internal) concept for zeds? what kind of infection is it (rabies-like or some kind of parasite)? why do they attack ppl and not other zeds? why don't they aggro on animals? why can they climb ladders, swim in water, open doors but can't use/handle other tools? Did you think about adapting certain behaviors/instincts to create a more consistent antagonist? How will more consistent zeds help ppl to overcome them (distract, taunt, scare, deceive)?

Or do you just accept some (unavoidable) inconsistencies?

Edited by joe_mcentire

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you once mentioned it won't be possible to use windows to enter/leave buildings? why exactly? what is the problem with windows? and how could you overcome this problem?

Edited by joe_mcentire

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You were really excited when you told us that you now have the ability to give any item specific properties. So this means you could also add damage properties eventually and this means you could use any item as melee eventually...? Anything to say? ;)

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HUD: The ultimate goal is to have as few elements as possible on the screen. Nevertheless are there at the moment:

hunger, blood, thirst, temperature.

Poison is in everything, and no thing is without poison. The dosage makes it either a poison or a remedy, Paracelsus.

Don't you think everything should be about the right balance? Shouldn't the hud also represent that? too much food or water is as bad as too little of them.

e.g.

  • too much food -> slower movements, vomitting, accoustic signals
  • too much water -> problems with Acid–base homeostasis
  • too high temperature -> collapsing, blacking out

Wouldn't this add to far more immersion if you can't just max all your stats out?

MORE OR LESS CONFIRMED (AT LEAST FOR WATER)

https://twitter.com/rocket2guns/status/352421719966875648

Edited by joe_mcentire
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-oops/deleted-

Edited by joe_mcentire

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I guess reddit's Q/A is more important than ours :(

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I guess reddit's Q/A is more important than ours :(

ahh... i didn't expect to get immediate answers, so i can play the waiting game personally. some questions get answered eventually and some may be useful for further suggestions. i mean at least this thread gets/got some views ;)

Edited by joe_mcentire

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How far will immersion go? A prime example: We cannot fill canteens with sea water, but why not? Don't you think it would be awesome to give gamers as much freedom as possible to let Darwin's wildest dreams come true?

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