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TimesLLJK

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Posts posted by TimesLLJK


  1. As far as zombie infection goes, I think that it should be tempered by a few factors:

    1 - a proper grappling system based on a combination of the players reflexes in how fast they react, how fatigued they are, and how tough the zombie is. In most instances a zombie can't land a bite on you straight away unless it caught you when you don't react by guarding for it. From there you need to button mash like crazy to shove them off you, and your fatigue is severely taxed in doing so. So repeated grapples will result in your death soon enough just from being worn down. Anyway, this all means that you have a fighting chance in most incidents barring being attacked unawares from behind of avoiding a bite.

    2 - bites are treatable/curable of infection, but require antibiotics and/or some pretty solid medical supplies. You can slow the infection with certain things and there is always the chance of finding the drugs you need to cure yourself -and the cure is not instant & requires multiple treatments. This means that players always have a fighting chance after bitten and will keep playing instead of suiciding because a bite means inevitable death.

    3 - bite infections take a few hours to kick in and start killing you, giving you time to treat the wound and search for medicine for it.

    On an unrelated note, here is an idea regarding players with low karma: Pepole who are bandits are slightly more detectable by zombies, and tend to be the preferred target when zombies aggro into people in an area. Playing as a bandit should IMO turn the game into a sort of 'hard mode' where you may even take more damage from zombies and you tend to fail at tasks more often. It's sort of like a karma effect. Murder a player and the game gets a lot harder.


  2. A lot of what we want out of day z is stuff the clunky arms 2 engine simply can't deliver anyway. I think it's more valuable to think beyond the scope of the engine as the reason dayZ is popular is no one has tried to make anything like it before. It's very crude in its current form but that is to be expected. So I'd prefer to speculate about what could be done with a game engine built to handle stuff for a real authentic zombie survival experience. If we can get to something along 'dead rising' meets left 4 dead crowds of zombies, that would be ideal.


  3. I'm reposting this from a thread on somethingawful where I was speculating about how I might like to see zombies handled in a future version of DayZ and whatever engine it uses. This seemed like the thread best suited for this.

    Inventory and interface stuff is pretty boring though.

    Let's talk about something fun in our hypothetical musings about what we'd like to see in a redone/new-engine day z.

    First off, I would love to see a proper art team take a crack at making zombies that would make Tom Savini proud. Zombies rotting in various states of decay. Zombies with outfits or injuries that might occasionally tell a wee 'story' about what they were in life or how they died. Zombies missing parts and so on.

    Anyway, I would definitely like to see some far superior zombie AI in general, where they start behaving a hell of a lot more like their horror movie counterparts.

    Here are also some examples for varieties of zombies you might encounter (whose various traits could be mixed and matched together in combos)

    -fast zombies. The recently dead or zombies who haven't yet rotted enough to not be physically imposing. If a survivor dies, they will get back up as a npc fast zombie, meaning that if a friend dies they may become a major threat to the group. Fast zombies carry low risk of spreading disease, but are very hard to outrun and cause a lot of damage. They are fortunately very noisy and will alert you if they are after you. This also means they will alert other zombies in the area. A scary sight in the game should be a small crowd of fast zombies howling and racing towards you.

    -Romero zombies. This ought to be the most common undead encountered and are your classic slow moving large herding zombies. They are relatively easy to outrun, but carry a strong risk of infection if they manage to bite you. Just like in horror movies.

    -ankle biters -zombies missing the use of their legs or simply missing their legs that crawl slowly about. A lot of them can be inert until stood near, like traps.

    -Inert - zombies that seem dead until you get near them.

    -quiet - occasional zombies that barely make a sound, until they are on you.

    -roamers - zombies that wander about 'searching' for prey. As opposed to mostly standing around.

    -herders - zombies reacting in chain reaction to the activity of other zombies, moving as a group. Often occurs when one thinks it has found prey.

    -routine zombie - a zombie engaged in some compulsive behavior - such as typing on a keyboard, trying to sweep a grocery floor, or some other ghostly version of their behavior in life. Will be mostly distracted from players unless they make enough of a din to alert it.

    -harmless or comedy zombie - the rare zombie that doesn't want to eat flesh. Instead it wants to engage in some other strange behavior. (such as the zombie who loved guns in dawn of the dead) There should be achievements in a scavenger hunt of sorts for taking screenshots of them.

    -friendly zombie - super rare zombie that somehow has enough intelligence left to actually attempt to protect the survivors. Identified by making friendly waving gestures rather than attacking. Will follow survivors it encounters around until destroyed.

    -alpha zombie - a zombie with a kind of 'charisma' that causes others to follow it around in large numbers. The alpha zombies are tougher and stronger than normal, and also have much keener eyesight and hearing. They can alert a whole herd to an otherwise well hidden player. Identified by much more 'alert' body language. (for snipers to identify and destroy)

    -weapon/tool-user - rare zombies with a melee weapon are dangerous due to longer reach and better ability to smash barricades. An extremely rare zombie with a gun can't aim well but should be a potentially deadly threat.

    Anyway, yeah. I think that covers most of the horrors movie staples of zombies.

    Ideally I'd like an experience with zombies that is visceral and thrilling at times. Other times a sense of slowly building dread as their numbers of slower moving walkers keep increasing in the area from all the noise.


    Also a key concept with making the zombies a dangerous well-crafted threat is forcing the players to have to rely on one another more for survival. If you don't have a friend with you, a silent zed might grapple you when you are unawares, for example. IMO every zombie should be a serious threat, if you are not on guard. Closer to how it is in zombie films.

    The real meat of zombie films is not the zombies but how the survivors interact. It's been that way since night of the living dead, and day z is already an interesting social experiment about human behavior and misbehavior. I would like to see the game make the zombies a far greater threat than the players, to the point that pkers will be wanting to save ammo for zeds rather than other players. Right now the zombies are buggy and not very threatening once you gear up, and then it is all about the player killing. I want a much more driven experience - where murdering a random gent for his rifle might have just called down a whole herd on you, and now there is nobody with you to stave them off. And so on.


  4. There are some vicious and pathetic people out there who crave the negativity that destroying other people's enjoyment brings. In this instance this guy was particularly incompetent but there are some who are spergish about destroying games for others. They're probably the most difficult for a dev to deal with too, as some of them know their way around systems well enough to destroy them. In some cases causing massive damage, as with the June mass banning incident.

    It is pretty sad because rather than turn their energies to something useful, they want to go out of their way to cause misery. Some very broken people out there, and hiding behind a facade of flippancy and unfunny 4channer & SA memes doesn't really make them look any less like pathetic spergish vandals.

    When I see that kind of thing my reaction is generally just to roll my eyes. Some people are really full of themselves.

    To me it's barely a footnote beyond stemming and repairing the damage they do. They can't create anything worthwhile so they occupy themselves with destroying other people's creative work. I find all grief hackers without exception of every stripe to be tedious and dull for this reason. Make something worthwhile and I might be arsed to be interested, but I literally never see that happen.


    Also arma 2 in general is an engine not really designed well for mass play outside of LAN and is very easily hackable, so a lot of the hacking problems will only really be solved when this mod gets transformed into its own full price game with a suitable engine.

    For now a game where any jerk can script to basically alter the world is only going to have more problems the more popular it gets. Do your best to control hackers but it's a bit like trying to stop leaks from a pasta strainer IMO.


  5. Here is the Fraps from someone that saw the video on Troyicide to tell us what he did He sat in the channel while playing listening to us removing Troy We are looking into any other hackers that may be in the community' date='

    Ive put it up on youtube as a unlisted video. Il post it on responce to the youtube video showing what troy was doing.

    [/quote']

    Holy SHIT. What a child that guy is. He reminds me of those guys on law enforcement documentaries who get caught and make excuses.

    Good riddance to bad rubbish.


  6. They were talking about our TS being hacked We have already changed TS before because of a hacker on our main game. We have also heard about another member possably hacking We are looking into it and I have invited Etalyx to our TS.

    Well good then. Hope this gets all sorted out.

    Game is still being developed but the hacking issues are something that is a problem with the core arma 2 game from what I can tell. At some point the team is probably going to develop a new version of the game on a less clunky engine I think but for now stopping hackers is going to take time and resources away from the gameplay development.

    So it falls to fans & server admins to track, document, and ban hackers pretty much.


  7. Im Ambassador to the Clan(the TS) That Troy is apart of He is being Dealt with We do not tolerate Trolls or Hackers in our Ranks. Im sorry if he has angered you all but I assure you he is no longer part of Knights Hospitaller after We heard about this.So please Remove our TS from your post the clan itself was not involved in it.

    I apologize if you guys aren't actually racists but how do you explain the multiple people were discussing and coordinating hacking in your TS channel? It looks like more than just your lone clanner was hacking.


  8. [..] Some of us are dicks. Some of us are nice guys. [..]

    How the hell can you willingly and publicly remain part of group where "dicks" and "nice guys" are treated equally. That's like group mentality at it's best: oh it's not me who beat up that fat kid' date=' it's my friends. You know, they'are assholes, but they're my friends.

    Somethingawful is a forum community. Nobody gives a damn about it but people posting on it and in fact, from the little I've read, there are some good reads and interesting discussions.

    Goons/LLJK is an online gaming clan. People give a damn, because some of their fun is to fuck up other people's fun :)

    I know some people mix the two, I don't. But don't go about using LLJK/Goon tag and yell injustice when you get assimilated to them when something goes wrong (and something always goes wrong with them, something awful!! (see what I did there?).

    Anyway, this thread is off the rails completely!! :)

    [/quote']

    You're still not comprehending this. I tried to explain very clearly in my big post: SA is a large population of people. A very very very large population of people. A lot of us don't know one another. We also can't predict how each other will behave. So your 'oh they're my friends' analogy falls flat - a lot of us just plain don't know one another when we bump into one another in online games, nor are we often even aware that some of us are being dicks until something's said about it.

    Again though - we're more like a lot of smaller mini-communities than one big uniform group. Also, while our own official forums are VERY strictly policed, we basically have no practical means of policing the behavior of people who break the rules of online games. In the games that SA users play, we are also not ever an actual 'clan' in any traditional sense of the word until we organize and form one as with Eve and WoW Goon squad. Most of the time our only connection is that we post on one of the bigger online forum communities on the internet.

    We do not know the nature of the people we are going to play with until we play with them. In online games with goons, I've run into people I've become friends with since, and also people who I don't want anything to do with. (And who generally end up later banned from SA anyway for other reasons.) It's just that in general goons tend to get along well with other goons, so we gravitate towards each other. To me the SA forums is like a pool of cooperative players you can tap into at any time.

    Anyway, it should be up to the moderators/admins/whoever is in charge of online games to ban INDIVIDUALS who are behaving badly - banning an entire group, especially one as loosely connected as the SA community, is a massive mistake.


  9. Let me preface this first by saying I haven't played Day Z yet. I don't own Arma 2 or anything. I don't presently have the free time to devote to the game as of yet, but very much want to, and plan on playing when I get the chance.

    I also have zero interest in duping, hacking, or whatever. I prefer to play games in the spirit of the game, and avoid cheating. In fact I used to be part of several anti-cheating online FPS groups years ago. I religiously report cheaters and hackers in virtually every game I play.

    I'm also a very longtime somethingawful poster. I enjoy playing with goons because there is a general shared sense of camaraderie between us. Some of us are dicks. Some of us are nice guys. Most of us just want to have fun with one another and perhaps even do some very bizarre performance art so to speak in the games we play - some of which often ticks off people who seem to be very easily ticked off.

    Unfortunately, several of the people in this thread have taken to scapegoating somethingawful forums posters without understanding the community, the people from the community, and so on.

    We're by no means a uniform group. We're more like a larger collection of people with a lot of their own mini-communities. Sometimes we band together for some larger cause as with Eve Online or world of warcraft Goon Squad. But generally we tend to do our own thing, while looking for other goons to play with. People we bump into in online games who are also goons often become lasting friends for us, or people we can play with in other games later down the road. The SA community is a handy way to make a little circle of pals who enjoy having a good time in online games.

    There is also a minority of people who like being huge dicks to non-goons (and even to other goons) and are big on griefing in online games. Some of these people even engage in exploits, as with the duping in the alpha of this game. I personally frown on the duping and various things that basically cheat the game, but being a dick within the rules of the game isn't something I can really object to. However, if someone is outright breaking the rules, yes, that individual should definitely be punished and I don't really have any objection to that either.

    Bear in mind - goons will rather frequently grief other goons. In a lot of the servers we run for minecraft for example, we have had to erect whitelists and anti-griefing measures to stop malicious SA forums posters from wrecking servers. Goons themselves are often victims of goons being dicks. We're not immune to the same things you experience as we aren't really a uniform group at all.

    In any case, I find it both disheartening and disappointing the unwillingness of certain people to hear out or to research the community they've decided to put to their ban-on-sight list. If an individual is acting in a manner that is ban-worthy, they should obviously be banned. But this blanket-banning method is a horrible idea, and is going to effectively bar a lot of people who just want to hopefully enjoy Day Z as the unique experience it is without breaking the rules.

    That said, have a goon bus:

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