johnm81
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Everything posted by johnm81
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Oh look everyone, its 'King of kong' the deluded person who thinks he is the 'voice of the hardcore'. If he even took the time to read the opening post he would know it is actually making the point for zombies we CAN'T outrun. But no, instead of reading he slammed that reply button to leave a incendiary reply mocking someone for doing something obscure. You know, that is leaving a suggestion on the SUGGESTION forum. mind=blown
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While I do like that GodofGrain is going with factoring weight and health into endurance I tend to agree with you. I would like to see zombies at a lesser state than a healthy, rested human being. And then let the human tire and have his/her speed decay over time. Zombie agro will have a long duration so this would translate into the short term humans faster than zombies but in the long run zombie will catch the human. This forces us to deal with the zombies, see them as a huge threat, and give us some of the classical zombie that lots of us want.
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You posted a lot but let me focus on a single concept I think you have that might not be true. And that is the game gets easier with a car. Let me remind you of two very important changes to DayZ SA that differs from the DayZ Mod. 1. 150 player cap per server where it was 50 before most of the time. 2. Loot spawns on server up not when you enter a new area. So what if you can travel to that town really fast. You can still have a car and be starving because once the initial loot sweep is done, pickings will be very slim. And you have a lot more hungry mouths to consider. So instead of tedious marathons you have fast paced travel times and then fight for your life in towns with much more bandits all trying to get what you need to. Food AND GAS. And don't forget, with what I am proposing, if you have been running from bandits, you will find that the zombies will be much more dangerous. Fight to the death because fleeing wont work.
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Lets run with that course of logic. Lets say everyone can with 5 minutes of searching some town find can find a car. And thus can gear up faster. Why is that a bad thing? You made the point that they will run out of things to do as gearing up and getting a car is the end game. But if we have learned anything from DayZ Epoch is that when players can build their own base, that is the end game and cars/gear is just on the path to get that. And as Rocket stated player made raid-able bases is a feature that he wants in the release version. Believe me, I wouldn't have made the suggestion of making cars easy to get along with zombie movement reduction if I still believed that cars are the end game. That goal post has been moved and it will be base building when DayZ SA goes gold if what Rocket says comes to pass.
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Good point. And to counter it I would suggest yes increasing vehicle access but I would even more so give access to bikes and the like. It is kinda strange you have to admit that everyone who survives the zombie apoc is a super marathon runner...
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Nice idea. Weight could cause endurance to run out faster. I like the risk vs reward position we would be in.
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Until you are moving slower than the ones chasing you because you ran out of endurance. Then they become way harder.
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Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
Yes what you say is true, but I really don't see a problem with it. Running into a store to grab what you can in the X second window your buddy created by luring zombies away at risk of his life and limb from getting cornered AND encountering unfriendly human players will add a huge element of adrenaline pumping game play. Do you go into the other back room knowing the horde will be back soon? You have to make the risk vs reward decision that is at the core of a thrilling zombie survival game. One other thing. Really think about the situation that both you and I are describing. It is a situation that requires team work. That is the essence of trying to break the KOS mentality that we have adopted. I don't want to see players give up KOS completely as that would ruin the feel of a apocalypse game as well, but in the scenario that you are describing you are painting a picture where players might find it more useful to team up to pull off maneuvers like you are saying. -
What will make this game great are the zombies. Look no further than project zomboid to see the PERFECT set up for zombies. They are slow shamblers and the come in HORDES. And you know what, its freaking difficult to survive.
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Cant understand KOS moaners :s
johnm81 replied to jaytmuk (DayZ)'s topic in DayZ Mod General Discussion
My issue isnt kos style of play. I want ppl to play they want. My issue is that there is no reason to play any other way. Ppl should see more than one path of game play that rewards us. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
My observations aren't related to linking the attack animation to the moment of damage taken. I am more referring to the disagreement between client and server of the position of the zed. When a Zed runs at the target, and then the client catches up and the Z's position suddenly changes. And yes I know its alpha and all that comes with that. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
As I already stated... I know this is alpha and all that comes with it... -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
What if... 1. Zombies upon losing target return to their location (that building you want to loot) 2. OR, if the numbers are so great that pulling them anywhere would be dangerous because that 'anywhere' could have its own mob closing on you. This is how Zomboid does it and it works very well. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
While I do want zeds to be more of a threat. But I don't want them to be needlessly frustrating. And one of the ways they can be frustrating is to derive their danger from glitch zig zagging and warping in front and behind your character. Slowing down their speed will allow the client and server to synch better so they don't do this which is why I want them slow. Then buffing them in the other ways that I stated will keep them a huge threat as well as encourage grouping up vs KOS. From DayZ SA vids we can see that they are fast, run in buildings, and still are glitchy and warp around a lot. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
I see where you are coming from and i agree. If this was real life, there would be more hesitation to kill them. But this is a video game, and in video games the only thing that scares ppl is something that will provide a huge threat to their character. Secondly, these suggestions I am making are for the up-coming standalone. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
Head shot zombies are already in the game. and work just fine. Lots of the Traviana servers have them. It works quite well. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
True, which is why I see these suggestions as not hard to put in because most of them are already in play in some fashion. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
Rocket says new server for SA will hold 150 players. Maybe they should back it down to 50 so it can have more zombies as we now know that zombies are much more optimized than human controlled avatars. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
Why do you say it will force them to redo zombies? 1. Speed change = doesn't require skeleton changes. 2. #'s and distribution wouldn't require major reworks 3. Chance of infection from hits are already in the game 4. Head shots are already in some mods. Clearly all these changes would actually be very simple as they are in the game in various forms already. Also... Vids from E3 still show zeds running around in a jerky fashion...yes i know its alpha just saying. -
Please Make Zeds WD style Lurchers in DayZ SA
johnm81 replied to johnm81's topic in DayZ Mod General Discussion
We need to make a distinction. There are ways to make the zeds harder that makes the game have more depth and there are ways to make zeds harder that just adds to frustration. I think the lamentations came from making them harder that added to frustration. -
Stated from Rockets Thread: No DevBlog this week but here is some screens rocket, on 31 May 2013 - 09:56 AM, said: Well I've yet to play DayZ Standalone above medium, because I develop and play on a laptop. First let me say love the progress. Secondly, PLEASE answer this question for me! 1. What is the make and model of your laptop? 2. What are the spec's of your laptop? 3. What FPS are you getting right now? I too plan on playing this game on a laptop and I am dying to know this info. Thanks!
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No DevBlog this week but here is some screens
johnm81 replied to rocket's topic in Mod Announcements & Info
ROCKET! First let me say love the progress. Secondly, PLEASE answer this question for me! 1. What is the make and model of your laptop? 2. What are the spec's of your laptop? 3. What FPS are you getting right now? I too plan on playing this game on a laptop and I am dying to know this info. Thanks!