tajjuk
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Dude, the Zombie aggro radius is a bit ridiculous!
tajjuk replied to HellRaizer's topic in DayZ Mod General Discussion
Yep. I can't understand the thinking behind the zombies currently. Fixing them seems to have gone out of the window but the devs will quite happily make them stronger, faster, add new features like the knock down and infection. yet the same annoying features of the way zombies work has if anything steadily got worse. -
Anyone noticed zeds 'camping' loot spawns?
tajjuk replied to Target Practice (DayZ)'s topic in DayZ Mod General Discussion
Yeh essentially what target Practice said,.Yeh there could be/could not be zombies in a loot area, that's fair enough. Although I think some visual clues would be helpful, personally I think it would be cool if for example you find a dead player body then there is a possibility there are some zeds have been attracted to it. It's the same thought I had with Zeds being in buildings, the possibility should be there and it would be nice to see some logic as to why they are in that building, like a body or food etc. but they shouldn't be in that building just because you are in that building or are going in that building. Same applies here, They shouldn't be sitting on loot not moving just because a player might want that loot. They should be there for a reason and should have a chance to move on somewhere else. I hope the standalone completely revises the whole zed spawning system as at the moment it just seems a bit to much like - here is a player <- insert X amount of zombies here. player is near loot <- put zombie on loot. player going towards building <- zombies move towards building. player is in building <- spawn zombies in building. etc. I'd love to see zombie migration if you like, with player actions causing changes to where and how many zombies are, so as in my previous example a dead player on the ground could see a concentrated group of zeds in one spot or drawn out of a town. Or a big firefight could draw zombies out of town or for example you could drive a vehicle and bail out letting the vehicle attract the zombies out of an area for a little while. -
So zombies are just a nuisance again in 1.7.7.1
tajjuk replied to kumando's topic in DayZ Mod General Discussion
No idea what that reference means. Personally I don't think it is fine to go into a room with one entrance, see it's clear then face the door and have zombies suddenly behind you. Typical BS e-peen post. Please go find a mirror and tell yourself how great you are, because no here cares. -
Anyone noticed zeds 'camping' loot spawns?
tajjuk replied to Target Practice (DayZ)'s topic in DayZ Mod General Discussion
On the last point it would make sense for Zombies to be near a body, also possibly trash. If you presume them to be animal like in their instincts and I believe it has been mentioned that smell plays a big role in their senses, then they would be drawn to dead bodies and food etc. They wouldn't however have any concept of going to guns or medical supplies, unless they are like Magpies now and like shiny stuff? If it;s not a bug then if confirms my general feeling from that the devs are just making the Zombies hard in traditional lazy cheating AI ways and disregarding the plausibility of them. There is no logical reason for a zed to camp a loot spawn, so they are there to purely to make it more difficult for human players which spoils the immersion IMO. -
Anyone noticed zeds 'camping' loot spawns?
tajjuk replied to Target Practice (DayZ)'s topic in DayZ Mod General Discussion
Had the same problem, loot is scarce enough without the zombies camping it. If you have no weapon it basically excludes you from that loot so it's extra tough as a new spawn. Zombies are simply terrible now, nothing to do with their strength speed etc. but all to do with their spawning, movement and detection. None of it makes any sense. -
To Everyone Complaining About 1.7.7
tajjuk replied to NovaDose's topic in DayZ Mod General Discussion
Trizzo, you keep repeating this opinion about the more difficult E bringing people together but simply my experience and many others does not support it. You say it's speculation, it's not it's what is actually happening in game, hell yesterday a guy shot me whilst I was holding an axe when he had 10 zombies trailing him and he was bleeding. I might have been able to help him, but despite doing the friendly wiggle he shot me. He died because of it as well. Harder E, particularly the loot is leading to less.co-operation in my experience. -
So zombies are just a nuisance again in 1.7.7.1
tajjuk replied to kumando's topic in DayZ Mod General Discussion
So got to try this 'hotfix' last night, see no difference between it and the last patch. The zombies are still as annoying as ever. Spawned in yesterday, crawled to the Barracks, stopped every so often to watch zombies paths to try and avoid them, thing is though they were conveniently all heading in the same direction as me. Great fun that. I spent literally like half an hour trying to work my around them, bear in mind I'm in a ghillie crawling in grass. I get to the wall of the building next to the barracks, about 10m from me to the door and a Zombie from the otherside of that building comes running round aggroed straight to my location. I hack him down with my axe which takes 3 hits and he gets one hit on me and makes me bleed. This then leads to several others aggroing to my position who I also hack down but makes me bleed twice more. Luckily no infection yet which I suppose it a positive. I finally crawl my way into the barracks, where I'm greeted with 3 more Zombies who conveniently spawn in, So I have to kill them because they just stand on the loot (of course Zombies are going to be really interested in ammo). I'm finally getting to look round at what's actually in the barracks and another bloody player comes running in bleeding trailing about 10 zombies, he shoots me dead but then dies straight after. Re-spawned in solzincy (sp) I'm very careful to not aggro any zombies watching them as they walk round corners before moving, keeping to grassy areas, crawling where necessary. I have to avoid several loot spots because again there are zombies camping them. Eventually find a truck that needs a wheel, manage to find a toolbox in one of those big warehouses but somehow aggro a zombie that is outside and has no LOS and I wasn't making sound, not only that but I peaked in third person to see where he is as he seems to have lost interest. Seeing him by one door I attempt to exit out the other door and the zombie predicts that I'm going to that door and runs across! By the time I find the wheel I've been infected because a Zombies spawned inside a building with me, despite me checking it was previously clear. I struggle my way back to the truck and repair it, bomb it down the coast to elektro, drive straight into the hospital no loot, no loot in the Firestation, limited loot in the supermarket and school, By this time I'm pretty close to dieing so I throw caution to the wind and just run through the remaining loot spots and find literally nothing, Finally I type in side chat that there is a truck in Elektro for anyone who needs it and after I press enter my character collapses and dies. The whole thing was probably over 3 hours of play. I planned and was extremely cautious on every looting attempt I made yet the Zombies still got me by basically cheating. They aggroed me through walls and round buildings, they spawned in buildings behind my back, they sat on towards loot I was after and they predicted where I was going. If I was playing some sort of game like Thief or Splinter Cell and it had terrible AI like that I'd be asking for my money back as the game would clearly be broken. -
An M1 Garand would be cool. Also second the AN-94 shout. A PPSH would be fun
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I'm fine with zombies spawning in buildings, but they shouldn't spawn in buildings just because you are near it or about to go in it. Some buildings should have zombies in, some shouldn't, some should have zombies passing though. That then gives you risk/reward situations, do I go in that building with zombies in? or do I go to the house across the road that sounds like it doesn't or do I wait them out? Zombies have no concept of loot, they would really only be in a building by chance and they wouldn't necessarily stay in a building either unless something attracted them there. EDIT: Further on the above, it would be quite cool if zombie presence in a building might also alert you to something, maybe like a body or something like that, again which would give you more risk/reward choices.
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To Everyone Complaining About 1.7.7
tajjuk replied to NovaDose's topic in DayZ Mod General Discussion
Or none of those things. My god how people so blinkered? KOS or PVP is VERY relevant to this discussion because many people who like the changes in the patch think that increased PvE will decrease PvP (a false theory in iteself, if anything the extremely reduced loot has encouraged more KOS) and think that anyone who dislikes the patch only like PvP deathmatches and is apparently a COD kiddie. :rolleyes: This is in fact completely false, most of the complaints are not to do with difficulty but to do with the poor game mechanics that have got worse with the changes. As I said in another thread, if people are going to assume that everyone who criticises the patch is a 'COD kiddie' and only interested in PvP, I'm going to assume every one who supports it can't deal with the unique challenges of PvP and is basically crap at shooting, situational awareness and other PvP skills so whine to make PvE harder because they can more easily handle poor AI. That seems fair no? More simple if we just bracket everyone into stereotypical groups. The first statement is false. Zombies have always been broken and just got more broken. The detection has always been off, some zombies are still not detecting you when they should and detecting you when they shouldn't, unless you think zombies detecting you through walls is them being fixed? -
This game is more fun playing with friends so no way this should be forced on people, not that I think it can. Plus there are many unrealistic elements besides people being able to talk with each other across the map. If you want to play without teampspeak/skype etc. that's your choice and I'm sure a few servers could set up this way but again you are relying on people's word.
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Yeh well the OP was stating that people were doing that sort of stuff whilst in game on the fly, and the other guys contradicting him so you seemed to be supporting what the OP said and used the Day.st console as an example when in fact you can't do anything like that. Admin powers are certainly good but they aren't god mode like some people seem to make out and I think a lot of people are quick to call admin cheating or admin hacks when things don;t quite go their way. As an example myself and another admin on our server were going into cherno to pick up a bambi, I was pilot, my mate gunner, Some guy on the ground shot at us with his gun and hit my mate a few times. I quickly flew out of the area and landed so my mate could bandage and I could bloodbag him, this guy then spammed the side chat saying how we were admin cheated because he blatantly killed the chopper gunner etc etc. To prove him wrong my mate walked into the middle of Cherno and said in side chat that this moaning guy could come kill him (he'd dropped all his kit). We also got it into the position where the guy gave away his position (by saying my mate could get into a good spot to be shot) which meant I could zero on his exact position. One he shot my mate I promptly killed him straight after which caused a lot of rage in side chat but we proved we had no admin godmode.
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yep this. Like any servers owned by players in any game you'll get bad ones and good ones. Just favourite the good ones.
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To Everyone Complaining About 1.7.7
tajjuk replied to NovaDose's topic in DayZ Mod General Discussion
I don't shoot people on sight, many other don't, all the friends I have don't either. I joined a completely new private hive the other day and encountered a guy with a DMR in a ghillie and he didn't shoot me on sight. He chatted to me for a while and told me where some decent loot was. A little while later someone gave me a lift back to my mates in a bus. A little while after that someone stole my car. I met up with mates and all 3 of us headed north where we met another group that joined up with us for a while. That was all within one evenings play on a busy server. We heard some shots but not one actually ever shot at us and we met a quite a few players. | hardly ever get shot on sight because I make it difficult to do that to me, plus I've managed to kill players doing just that with far lesser weapons than they have. The game is what you make off it, that's the whole point it's sandbox. I have never experienced this 'deathmatch' you allude to. -
So zombies are just a nuisance again in 1.7.7.1
tajjuk replied to kumando's topic in DayZ Mod General Discussion
Smell? they are ill people, even with heightened smell dogs can't detect you from that distance by smell alone. Yes just running through bushes to loose agrro was a bit easy but it's also logical it;s hardly like these Zombies have much cognitive power left, they are essentially stupid and working off a desire for blood so it's fairly logical for them to be deceived by simple manoeuvres much like an animal would be. It should be harder to do or take longer but leading them round corners, doubling back, running out of sight then hiding should logically work to loose them. They are supposed to have poor eyesight, also I meant that they shouldn't spot you from 100m if they aren't looking at you, how cna they tell human from infected as well Instinct? how cna they predict the path of something they aren't even aware of? it's simply cheating AI I have nothing against Zombies already being in buildings but it should be totally random not dependant on the player and they shouldn't just stand there, you should be able to wait them out. I've had problems with zombies aggroing me when I'm crouched in a building and none saw me go in and I haven't been moving. It's good these things are being fixed but shouldn't that have come first BEFORE they upped the damage etc. Adrenaline doesn't make you superhuman it's a 10% at best and these are infected people, they have disease and they are decaying so they should already be lesser than humans. They do react to pain as they say "oh that hurts!", plus they aren't dead, maybe the infection reduces their nervous system so they are less sensitive to pain, but then on the flipside that would reduce their snese as well so they should have a lot worse sight and smell. They can run endlessly but that's not logical either, they are ill humans who are probably starving so their body would struggle to function under extreme stress, yes in a blood rush they should be able to sprint for a while but you should also see some collapse. Again the strength issue doesn't seem right to me, why would your average human who's got an infection suddenly get stronger? Their strength should be in numbers, they should react when others react. You wouldn't get infected everytime you bled and every punch shouldn't make you bleed but all 3 should be linked. The patch seemed to just dial them all up to 10. I'm not asking for smarter Zombies, but some of what you say here contradicts your points above, if the Zombies are braindmaged infected humans then they would easy to loose for example much like I can trick my cat pretty easily by throwing a ball but not throwing it. What I want is smarter AI design. For example you can throw cans to distract zombies or smoke grenades. A useful and logical feature expand on ideas like that, things like where you could say disguise yourself in a group of zombies somehow or set up zombies traps or distractions on timers that could draw zombies out of an area (could be linked to the crafting system). Zombies could also react of each other so you get that strength in numbers factor, atm you can watch one Zombies agrro you and run past 6 others who don't give a f*ck so hive mind idea. Aggrroed Zombies could smash through things as another example. I'm sure there are plenty of ways you could further player challenge and improve AI rather than just dialling up everything to 10. That seems like lazy design to me You can also have different types of zombies that are based on the variety of humans that they were. When I mentioned Half Life what I meant is they challenged the AI norm with that game, the AI didn't always do what you expected it to do, they flanked, they ambushed. Maybe this is tough to do with the Zombies because they are supposed to be sutpid and predictable, but at the moment they are so buggy they aren't predictable and making them cheat logic and making them bigger and stronger to me seems a cop out. You say if you want decent cars you go play Grand Turismo, what's wrong with wanting decent mechanics within the game? If you want bigger, stronger more numerous Zombies couldn't you just go play resident evil or left4dead?