RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Rabidgerbil
I think R3F would be good if it can be implemented without issue, maybe also a variety of vehicles, not just epoch ones that are already modified? variety is life :p
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

The Crow
In reply to this post by Above
Personally I think the easiest option is to release the thing that everyone is waiting for the Epoch building system, that way it allows you more time and less pressure to push out one big update and make it two 1: The epoch building system then whenever you've decided what else will be added a accessories update later on.. That way you'll have less people bugging you about the building system release/completion.

On another note I wouldn't mind seeing something like ACE Weaponry (Customisable weaponry), R3F would be a fantastic addition providing it works smooth, or even changing up the vehicles so they are not all fully upgraded by default so we have to work to find the parts to reinforce or upgrade (Apologies if this is already there, I've found borderline nothing but upgraded vehicles in my various plays and one thing (That to me) Would make the game a hell of a lot more interesting is if you could incorporate some kind of "Darker nights" mod to bring a real use to Flashlights/Weapon mounted Flashlights/NVG's instead of just being able to throw brightness up to max.

Sorry for the long post I hope you are able to draw something from it at least.
War doesn't determine who's right - only who is left.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Eric the Viking
In reply to this post by Above
Above wrote
It will be updated, I've just been doing other things. And I'm not 100% sure what to do with DayZ X. I want it to be special.
Here's my 2 cents worth: (ie, "what I'd do if I had your talent and skills")

1. Use Chernarus as the base map (it might be the oldest but it has so much already there on offer). Taviana is a possibility as well - it's probably the neatest and cleanest map I've seen.

2. Clean the map/s up a little - remove the trash from the roads & clear the road blocks (I believe there is a way to remove only the stuff on the roads and not affect other areas (like the tents in Stary))

3. Player designated "safe zone" - place a marker, safe zone of 200m radius is applied where no zeds spawn. And it's here, in our spot of choice where we would build our base. (or, multiple predefined areas where we could build.)

4. Base Building! I don't know what's the best - the Epoch system seems easy to use, from a player point of view. We'll need all the resources required to build, maybe even the blue prints?

5. Heli lift and towing features. Drive to the vehicle you repaired, tow it home. Or carry it home with a heli. And perhaps the "build-able bicycle" I've seen? Salvageable vehicles - take parts off other vehicles. Auto fueling for both cars and heli vehicles.

6. AI NPC Survivors and bandits, both in the wild and with camps, small tent camps, larger places with buildings. Car and heli patrols.

7. All 'banned' weapons and vehicles restored. Perhaps even weapon addon packs. But most of these will be military specials, 0.01 loot chance.

8. In game missions, available after making friendly contact with survivor (or bandit) groups, tasks given to player: some could be timed (generously) or simple fetch jobs (loot spares from wrecked vehicle at given co-ords).

9. Extra buildings, enter-able, but not heaps. Perhaps new towns?  

10. In game cheat features. The one Oliv82 used in his Chernarus 1987 mod is ideal. (IMO).


Everything written above are just the tools to achieve your goals. What could be needed to make it special is one of two things: An ultimate goal for the player (survive 20 days / reach a designated spot by a certain date and be rescued) or a very challenging game world (very few critical resources (food/water), lots of zeds, nasty bandits, bloodsuckers).

I think if you choose the sort of world you want Dayz to be, the rest of what is required will follow naturally. Me personally, I want a Post Apocalyptic play ground where I can achieve anything I want by working hard. Failing that, killing people / things and taking their stuff!


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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

BossMann
Eric the Viking wrote
Above wrote
It will be updated, I've just been doing other things. And I'm not 100% sure what to do with DayZ X. I want it to be special.
Here's my 2 cents worth: (ie, "what I'd do if I had your talent and skills")

1. Use Chernarus as the base map (it might be the oldest but it has so much already there on offer). Taviana is a possibility as well - it's probably the neatest and cleanest map I've seen.

2. Clean the map/s up a little - remove the trash from the roads & clear the road blocks (I believe there is a way to remove only the stuff on the roads and not affect other areas (like the tents in Stary))

3. Player designated "safe zone" - place a marker, safe zone of 200m radius is applied where no zeds spawn. And it's here, in our spot of choice where we would build our base. (or, multiple predefined areas where we could build.)

4. Base Building! I don't know what's the best - the Epoch system seems easy to use, from a player point of view. We'll need all the resources required to build, maybe even the blue prints?

5. Heli lift and towing features. Drive to the vehicle you repaired, tow it home. Or carry it home with a heli. And perhaps the "build-able bicycle" I've seen? Salvageable vehicles - take parts off other vehicles. Auto fueling for both cars and heli vehicles.

6. AI NPC Survivors and bandits, both in the wild and with camps, small tent camps, larger places with buildings. Car and heli patrols.

7. All 'banned' weapons and vehicles restored. Perhaps even weapon addon packs. But most of these will be military specials, 0.01 loot chance.

8. In game missions, available after making friendly contact with survivor (or bandit) groups, tasks given to player: some could be timed (generously) or simple fetch jobs (loot spares from wrecked vehicle at given co-ords).

9. Extra buildings, enter-able, but not heaps. Perhaps new towns?  

10. In game cheat features. The one Oliv82 used in his Chernarus 1987 mod is ideal. (IMO).


Everything written above are just the tools to achieve your goals. What could be needed to make it special is one of two things: An ultimate goal for the player (survive 20 days / reach a designated spot by a certain date and be rescued) or a very challenging game world (very few critical resources (food/water), lots of zeds, nasty bandits, bloodsuckers).

I think if you choose the sort of world you want Dayz to be, the rest of what is required will follow naturally. Me personally, I want a Post Apocalyptic play ground where I can achieve anything I want by working hard. Failing that, killing people / things and taking their stuff!
Well, this list is exactly what i want.
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

BossMann
i would like to see a Arma 3 version with a Cherno port (Done in other addons), AI using arma 3 AI sys (easy to fix and more flexibility), current veh and gear removed and replaced with arma 3 equivalent (if you cant port without errors) ect. i think that arma 3 is the mods natural progression and with all the ideas from Eric the Viking i think that the mod will be perfect (for me, at least :P)
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Nila95
Ugh ArmA 3...
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

BossMann
Nila95 wrote
Ugh ArmA 3...
Why don't you like it?
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

mpl31256
Some bugs I've found:
1. You can't pack a tent
2. You can't arm or take a trap
3. You can't put your weapon in "carrting". Only the fishing pole.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

mpl31256
"carrying"
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Eric the Viking
In reply to this post by BossMann
I've only been involved in Arma 2 DayZ SP gaming very briefly and have been fortunate to enjoy all the SP goodness in pretty much their finished state. There's been so much great stuff by so many very talented people, in no particular order;

Above, Haleks, Oliv82, Thekobr4, Niceonegunit, Morbius, fedus_87, DayZ_SP, A Hobo Panda

But really, as I said elsewhere, Above's and Haleks latest mod offerings are really the last call for Arma 2 based SP DayZ I believe. Arma 3 (or the Standalone) are the future. Well, hopefully... :D - but I certainly lack the skill or knowledge to make it happen.

Oh, Bossman those ideas I noted aren't really mine... they are all based on various DayZ variations which contained those features. The scripts for pretty much all of them already exist, they "just" need to be brought together in one SP Mega Mod.

Anyways, this is OT here. Perhaps we need a "SP Mega Mod" discussion thread.
 
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Penalozza1337
In reply to this post by Above
This looks cool, Not cool, But awesome!
If you can read this, You can read.
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

xCONman259x
In reply to this post by Above
I have an idea. There could be a groups of zeds running around the whole map. So lets say. I was roaming around the map and spotted the groups of 10-15 zeds running around trying to kill AI and players. They will always stay as a group. and when it's night time. Lets also say that I was in my base and I fired some shots. From 2000m away they heard it and started to run towards my location. It would be fun sitting in my base and all of a suddon I hear zeds running and smashing down everything to kill me and defending everything I live for.

Some script there.

Meh.

Just add a zombie that at night they scream (going ballistic) for no reason and then freaking freaks you out. something that would shit your pants.
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Re: RELEASE: DaiZy Chernarus RSPB 1.7.5.1 colab Fedus & Above

=_Secret_=
In reply to this post by Above
Why cant i use all the skins but like 3 of them???????????????????????? HELP PLEASE
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

reusin
In reply to this post by Insem
hello I want to ask a question ....
I want my character to start the game out with a gun ......
that's what I do... thanks
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Rabidgerbil
you should already start without a gun...
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

BossMann
Rabidgerbil wrote
you should already start without a gun...
You read it wrong, he wants a gun when he spawns.
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

BossMann
In reply to this post by Above
Above wrote
Rabidgerbil wrote
What Ideas have you got for it so far? Maybe people here can help branch off  from your idea(s)?

The only thing I got now is the Epoch building system.
Well, you have definitely got a lot of suggestions. I don't want to sound pushy and I know that this mod is not your job but a lot of people want to see it updated. If you need money I can help you out.
Cheers, BossMann
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

dannywaugh1
Hi guys can anyone help me out i have been struggling to find a backpack in dayx anyone know best play to look?
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Rabidgerbil
In reply to this post by BossMann
My bad XD
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Re: RELEASE: DayZ X [1.8.0.3] [Update: 0.1] |17/02-2014|

Rabidgerbil
In reply to this post by dannywaugh1
loot them off bandits/survivors, find them in supermarkets. Thats where I find them most.
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