Logahmmed
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That suggests we only have one of two EXTREME options, which we do not. We have MANY options, on a long spectrum. The zombies right now are inconsistent at best. If their animations weren't so janky and their close quarters hit detection weren't so outrageously dumb, I might cede the point. But the mod keeps futzing with the zombies tracking re: your movements (which is also wildly inconsistent), and it's gotten worse. First off, there's no such thing as a "polished" WarZ. The WarZ is/was borderline fraud made by hucksters. The WarZ is not even remotely relevant to this conversation. Secondly, in order for there to be a learning curve, there has to be the opportunity for the player to learn. That cannot be done when a player can, in exactly the same scenario, do exactly the same thing, and have two, three, four wildly different results. I have run past crowds of zombies fully expecting to have a horde behind me (it was actually a prank I was pulling) -- only one aggro'd. I crawl past a zombie, get easily 90m out, crouch, and without even taking a step, it aggros. I'm indoors, in a room with closed windows, second floor, with a single zombie down below OUTSIDE, open a can of soda -- THE ENTIRE HORDE FROM A BLOCK AWAY AGGROS. This is not "a learning curve." This is a complete lack of consistency. Period. You want tough? I want tough, too. But there should be a basic set of parameters that zombies follow. A baseline that we all know. Do they hear well but see like crap? Okay. I can adjust to that. Vice-versa? That, too. But if some see great and some hear great and you can't tell which does which, it just means zombies see all, hear all, and rather than even attempt to sneak -- which is part of the fun -- you may as well stand up, sprint from one building to the other and assume to be aggro'd if there's a zombie within a klick of you. That diminishes tension, that diminishes fun. Period. I am all for brutal survival. But the game has to set the rules and then play by the rules it set for itself, and right now it's inconsistent in following through. You'll notice a repeating word is "inconsistent." Not "always bad." But very, wildly inconsistent. If it's consistently one way or the other it can be handled. But so many different ideas have been imprinted on this mod and back-and-forths that I'm not even sure the mod knows what to do anymore.
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I love EVE. I love it. I love it more than some dead relatives of mine. These problems do not compare with the challenges of EVE. See, EVE has safe zones. They've always had safe zones. Or relative safe zones. Thirty seconds out, with these new zombies, a new player will get gutted, not know what they did wrong, get frustrated and leave. Period. (An exaggeration, but it won't feel like it to them.) This is not an EVE situation. Not even close. EVE gives you the opportunity to NPC out a bit, learn the system. And let's also keep in mind that if you get got in EVE, it's 99.99% likely that a player did it, NOT an NPC. It's apples and oranges.
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Hey, guys -- I've been getting back into DayZ and am looking for other players to play with. I'm more of a mid-range rifleman. More importantly, While when I play I'm hardcore about it, the career I'm in/working toward doesn't allow me to play every single day. Typically I'm playing on the weekends, particularly during the day, but even then that's in flux. There may be a weekend here and there where I don't log in at all. (I know, I'm really selling myself, here.) I'm big on PvP, whether handling distress calls, going to war with another clan or bandits, or even banditing itself, depending on the tone of the group. (One thing to bandit, another thing to be a jerk about it and troll.) So if you're a group that loves playing hard but also knows that people have careers that're important to them, I'd love to join you. Microphone: Yes. Teamspeak/Vent/Mumble: Whatever you use, I've already got or can grab.
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Can someone direct me to an explanation of the AAN/Persian Black Hat Boys' deal? I keep seeing that same game-takeover.
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None of what you wrote made any coherent sense whatsoever, but thanks for making assumptions about people who disagree with you.
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No.
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I honestly think, particularly since players are starting without weapons, now, that trash loot needs to go. The players per server average is going to rise, plus new players will have no weapons, thus increasing demand for resources. Trash loot may be nice from an aesthetic standpoint, but it serves little purpose than to annoy, and to lag the server cleaning it up. And with the incoming increased demand for resources, the average player wouldn't get much more than he would if there was trash loot. I'm not saying necessarily that we increase any other loot spawns, but I do think trash loot is a waste of time for the player and a waste in resources both server and client side.
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I say more players, definitely. As groups coalesce, clans pick their given servers, and build up their base camps, we're gonna see some territorial disputes. That's when things get interesting. Plus, we have 200km x 200km of space. Right now Cherno / Elektro are always populated, but when that becomes too unstable (and it's about to be), players will start shifting to the eastern shore. Resources -- when spawns are working right -- will be more spread out, and bandits will simultaneously increase as responses to bandits increase. More players = more interesting.
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Same here. 1.7.1.5
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Beyond Banditry. F*ck'em. I win.
Logahmmed replied to bddy420's topic in DayZ Mod General Discussion
What I've noticed is that if you have any contact with any player outside of Day Z, they will rapidly become your best buddy. By which I mean -- bandits will do their level damndest in-game and, for safety's sake, in-forum, to get you to trust the wrong people, but once you get to talking with people in, say, Evil Avatar, or Gamers With Jobs (disclaimer: my clan), these folks'll protect their own, even if they don't know them. For Day Z, you don't have to try hard to get a good group of people together. Really, you just need to announce that you're in the game and want to work with friendlies. Outside of the game and forums, the sky's the limit. -
FPS has improved in the BEGINNING of our play session, but it seems for our group of players -- playing from different parts of the country -- the longer you play the worse it gets. A steady FPS degradation. Played maybe ninety minutes before we just logged off as it had gotten unplayable for us. It particularly went to hell after it started raining, but I don't know if there's any connection. I didn't notice anything immediately changing upon the rain. Others have noted food/water spawns are severely lessened if not nonexistent. Possibly because Rocket's increased food/drink spawns within zombies to force more human/zombie conflict, and thus human/human conflict since silenced weapons are rare, but it seems to either be buggy spawning or going overboard. Supermarket had zero food or drink and even in heavily populated servers, never encountered a supermarket with zero food or drink. Kinda why that place is dangerous. I would hope we keep supermarkets stocked enough to force human/human encounters. Zed aggro'd on us from 150m away. It's across a wide open field so the Z would've had LOS, but I don't think it's the game's intention to make zombies be able to see and react from that distance. If it is the case, then it is applied inconsistently, as no other Zed aggro'd from that distance, even while standing up and running. Saw four Zeds spawned in a red-roof barn. All clipped together, all standing straight and not moving. Can't help but think that wasn't the intention. Zombie movement still annoyingly erratic at times, but Rocket's already mentioned that as an ongoing issue.
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THE Night is TOO DAMN DARK Thread. Others will be deleted etc.
Logahmmed replied to Slamz's topic in DayZ Mod General Discussion
There was a note some pages back, but the extremists/complainers ignored it fully: Realistically, unless you're in a cave, after some time in the dark your eyes will adjust. At night there are light sources -- stars and the moon -- but because they're so far away we don't believe them to be as such. Yet they are. If there were a "night vision" mechanic -- I'm not talking goggles -- wherein, if you stay away from light sources after a couple of minutes, over time you'll be able to see better. It won't ever be half as good as a chem light or a flare, but it would add an interesting mechanic: Shoot a gun, toss a flare, and you lose your night vision, just as you would outside right now. If you're taking that shot, you'd BETTER make it count, or you'll immediately be blind and it's your own stupid fault. If you're using a flare, it'd BETTER be worth it, because once you leave that area you're once again as blind as a bat, and it's also still your own stupid fault. That would also assist with those belaboring that Day Z's recent popularity has brought forth a surge of "CoD" folk (though I suspect few of them have actually played CoD or they're only capable of speaking in extremes) that're simply killing one another over and over again. Now, they'd have a hard time deciding whether or not someone's a zombie. They may take that shot, but now they're blind and if they picked wrong and there was a human nearby, that human now has the drop on them and can just walk up and execute them point blank. It forces caution and patience, but integrating it as part of the game without heavy-handed "gaming" mechanics. In a game like this, OF COURSE there'd be issues with one's natural night vision. It'd increase the realism, allows those who work well in darkness to still do so, but doesn't prevent those more casual players from being able to enjoy the game.