poprocks
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poprocks started following Take On Helicopters (DayZ SA) flying adjustments!, Imitating Zombie Walk, The goal in Dayz should be survive, not pvp and and 2 others
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There is no smell mechanic in the game. I often low crawl up to zeds in the dark with suppressed weapons and pop them in the heads. Heck even with the quieter unsuppressed. They walk right by players laying down pretty much 100% of the time. It may seem logical that scent would play a big part in zombie/infected behavior based upon our collective cultural understanding of what zombies might be but it just isn't a factor within the game engine as it currently stands. Could scent be a part of the SA? Maybe and I personaly think it would add to the difficulty of sneaking around in zombie infested areas. I'd love for the game to be harder! As to the shambling like a zombie mechanic I'd say hells yeah! This would be perfectly merged with survivors becoming zombies themselves when killed. Since the tentative story line of the game as Rocket has laid it out seems to be similar in nature to that of The Walking Dead in that every survivor is already infected and once death occurs, from whatever means, it stands to reason that the infection would take hold and the newly dead survior would rise to torment other survivors. A survivor mimicking the walk of the zeds could fool other survivors since there might be zeds wearing survivor skins, ie looking like a survivor since a survior should have to die for a survivor zed to even be present; not zeds literally wearing the skin of a survivor! I hope what I'm trying to say there comes through in text... Any zed looking like a survivor would take more scrutiny to ascertain wether or not they are in fact a zed. To really make any of this viable it would most likely require the spawn dynamic to be changed, however. Survivor activity should necessarily cause zombies to spawn from further out. Zeds would need to have spawn triggers not associated strictly with structures/towns like they are now. Would require some metric to determine how long after a survivor dies in a particular spawn zone wether or not a survivor zed would even be present. This could actually be done easily by having any survivor zombie stay up and not despawn with a finite time-to-live. Can't have a server completely overrun with survivor zeds! Maybe limit the total survivor zeds at any given time to a max number where any new death despawns the oldest, provided a survivor isn't within so many meters. This can also limit a survivors ability to easily aquire gear that they somehow know is going to be at the location that they somehow remember previously dying at... Newly risen survivor zombies won't take a rifle with them. Instead they'll leave it on the ground or they may carry it some random distance and just drop it on the ground. And of course they don't have the presence of mind to politely leave any magazines with it. The rotten bastards! More zeds randomly located outside city zones is also a must for the SA in my opinion. It's currently just damn too safe out in the wilds! Zeds should also linger longer after a player has left an area. It's just silly that zombie presence is too easily tied to the immediate presence of another survivor. All that to say, :thumbsup: to the op's idea. You sir gots me beans!
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The goal in Dayz should be survive, not pvp
poprocks replied to ElysionField's topic in DayZ Mod Suggestions
Actually, it's not his argument that's flawed...it's yours. His is spot on. If you want that game play experience then create it. Host a server with your rule set and your own hand on the ban hammer. With all the people complaing about pvp in this thread alone your server should have a waiting list to join. It's a 'sandbox' mod for a reason. Stand up and proclaim loudly, "Screw you guyz, I'm going home!" Then do it. You will at the same time be depriving them of their desired game play, in essence, imposing your will upon them! You get your way and you're happier for it. Win-win if you ask me...and I know you didn't. -
Why would you want to see that Hollywood crap? The only thing a shotgun blast will do to an adult sized human target, dead or undead, is cause it to crumple to the ground...though with appreciably more holes than it had previously. Ragdolling in video games has never been done well. It always looks silly and unrealistic. Comical even. Arma2 already has some ragdolling affect built-in. Hitting objects with vehicles can cause them to go flying. It's not alwayconsistent but meh.
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Take On Helicopters (DayZ SA) flying adjustments!
poprocks replied to finkone's topic in DayZ Mod Suggestions
I agree that flying heli's should be harder. Not flight simulator level realism mind you. First person only would be a good start for all characters in the heli. Maybe allow just door gunner/crew chief to use 3rd person in flight each with a limited left/right & up/down mouse look consistent with what one might imagine a person could see from those positions. I like the immersive effect of flying in 1st person from the cockpit. With mouse look toggled it's great to be able to look out the windows and only see what I imagaine a heli pilot would really see. To each their own, of course. I actually fly with the mouse though so toggling mouse look is only for looking around at some altitude. I do hold in mouse look occasionally to check for objects on landing when I'm already level in 1st person though. When I'm solo in DayZ I still mostly use 3rd person to land. I'm really just now getting around to practicing my 1st person landing with and without auto-hover. Flaring to a stop at low alt is difficult when you can't see through the floor of your heli and you can only guess where your tail rotor is. Hopefully I'll soon master those low and fast approaches I see people doing in videos! My major problem with the game engine and heli flying is the incorrect function of the pedals rotating the heli around the players perceived position behind the bird in 3rd person. Heli pedal function should always rotate the airfraim relative to the main rotor shaft just at different rates based on forward speed! Torque math is way beyond me though. I haven't gotten nearly enough ingame flight hours in to be any kind of expert but fixing this glaring issue would make heli flght noticably better, imo. I have heard that BI's ToH flight model is much better. I'm really curious to see how the Arma3 engine handles roto flight. -
I love the idea of map fragments! And not just 3 or 4 that always fit together either. How about 3 or 4 different tear patterns such that you may have several different parts of the map that don't fit together? Make it so that you can actually view your fragments to look at terrain features and such but you can't make a way point until you've assembled a complete map. Also waypoints should be disabled for anybody that doesn't yet have a compass. Land nav 101...have map & compass. Of course, find the GPS and you're golden! Batteries? Yes. Solar charging stations? Yes. And speaking of compasses! There really should be a civilian ver. Only beacuse I want variety in the look and feel of the game. Let's see what else? Oh yeah...no starting weapons! I want it to be harder. To get that complex though could discourage too many Care Bears from playing. Critical thinking might just be too hard for many of them.
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I agree with Chabowski. There should be no death notifications of any sort. If you are hit hard and bleeding and manage to get away why give the shooter any indication of your status that they cannot observe for themselves? No death msg? They know you aren't dead and pissed that they tried to murder you and maybe out for some revenge. Make them come investigate their handywork in person. The instant notification of death destroys immersion. Poprocks theirongiant74 was killed DingyBandit1 "Oy! Looks like ya got 'im!" l34t$n1p3r "How do you know?" DingyBandit1 "It was written in the sky..."