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Status Report - 3 mar 15

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The idea of bringing back Namalsk would excite me greatly. It would add *so* much to the game. It was a shame it received an unpopular update in the mod when it was popular which split up the community and eventually killed it. It deserves a return. It's a great counterbalance to Chernarus - with much more focus on extreme temperatures, verticality, and chokepoints.  

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Even the doors or barricades cannot be trusted once they want to feed on you.

 

Hehe. I'm not saying anything.

 

 

This

The infected are designed to be a threat for the survivors as their senses are more sensitive, they are moving fast on short distances and can be lethal in the close combat. You can encounter them mostly in the residential areas, the larger the area - the more infected are present. Areas can be purged which encourages to barricade structures and establish bases. After some time infected will be approaching the area again. As we want to promote stealth approach to encounters you can minimize chance of being seen or heard by wearing darker or camo clothes and light shoes, slowing down your movement, lowering your profile in crouch or prone, avoiding usage of lights and making noise and so on. Fortunately you can also distract them when they are wandering to unwanted destination with throwing the items witch makes noise, light or are somewhat attractive to them.

and this

TTo wrap up brand new infected they will also have new visual and audio appearance which will be released gradually and will replace old models, textures and sound effects. We get together 50 different types of males and females infected, and they will be dressed in clothes you can find around so they will no longer look inconsistent with survivors. Some of them will be generic citizens, villagers but you can also look forward to different workers, clerks, policemans, soldiers, firefighters, paramedics, prisoners, patients, journalist, survivors.. and plenty of others.

though, is absolutely golden.

 

I agree with Yazar, best update yet.

Edited by Max Planck
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Namalsk? NAMALSK? Well, you officially have my undivided attention.  With SA's body temp regulation mechanics, this just offered some serious survival play.  Keep up the great work.

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Namalsk? NAMALSK? Well, you officially have my undivided attention.  With SA's body temp regulation mechanics, this just offered some serious survival play.  Keep up the great work.

Maybe I just didn't play it enough, what is the appeal of Namalsk?? I didn't see the appeal of the blood suckers and a storm that will kill you if you weren't inside or anything notable on the map. Just wondering what I'm missing.

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Maybe I just didn't play it enough, what is the appeal of Namalsk?? I didn't see the appeal of the blood suckers and a storm that will kill you if you weren't inside or anything notable on the map. Just wondering what I'm missing.

 

I quite enjoyed it before the update that introduced those features (blood suckers and storm). I thought the cold really added to the gameplay and it had some pretty cool features I hadn't really seen before in any other map that had been ported to the mod,  underground bunker complex for example, it felt a bit too small for DayZ though imo.

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As I've said extensively and is listed on our store page - Steam Workshop modding will be supported. However this is not going to be rushed, or hackeneye. It will be in the hands of the community when it is ready, and is a core feature of DayZ.

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I've only ever played Vaniller DayZ and it will likely stay that way for a good long time.

 

Awesome work, devs!!

 

So exciting to see years of day dreaming about DayZ begin to become reality!

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I quite enjoyed it before the update that introduced those features (blood suckers and storm). I thought the cold really added to the gameplay and it had some pretty cool features I hadn't really seen before in any other map that had been ported to the mod,  underground bunker complex for example, it felt a bit too small for DayZ though imo.

Well I live in an area where it is cold and snowy, that was one of the main reasons I hated Namalsk. Just couldn't bring myself to play in the snow and then add in the blood suckers and EV storm. I may have to revisit the mod just to get a base knowledge of the map

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As I've said extensively and is listed on our store page - Steam Workshop modding will be supported. However this is not going to be rushed, or hackeneye. It will be in the hands of the community when it is ready, and is a core feature of DayZ.

 

well said, modding is a Q4 feature, so why you speak about that in a status report 8 months before? ¬¬

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Well I live in an area where it is cold and snowy, that was one of the main reasons I hated Namalsk. Just couldn't bring myself to play in the snow and then add in the blood suckers and EV storm. I may have to revisit the mod just to get a base knowledge of the map

I live in a snowy region and that's why I loved Namalsk thanks to its winter scenery. And it was definitely the more difficult survival experience that appealed to me - you needed to keep yourself warm (reason to build campfires) and loot warm clothing. Certain regions, like mountain areas, were simply so cold that without good gear you only survive there some time before succumbing to cold.

I think that's what DayZ needs. Certain areas that require SOMETHING before you can go there safely. Be it a radiation area with good loot and you would need a protective gear. Or winter and cold = warm clothing and perhaps sunglasses to avoid snow blindness... etc etc. That would be rewarding to have somekind of motive to do x in order to finally get to place y....

Edited by Kuikka

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