IceBeam
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Loot bias is one thing. I'm also talking about the latest loot tables. What was the point of removing so much useful loot from school/office buildings, sniper rifles from General Military buildings; antibotics, crowbars, ALICE and Survival packs and clothing (Camo and Ghillie Suit) from Residential buildings plus putting most of the valuable loot to the only two barracks at NWAF? The new loot tables are ridiculous compared to, say, those that were in 1.7.6.1 since most part of the map is just useless now.
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IceBeam started following I hope the Green Mountain Radio makes a return, Rolling Changelog 1.8.1, DayZ Mod 1.8.0.3 Hotfix. and and 4 others
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I'm fed up of people who put everyone down just for expressing their opinion. Like I said multiple times, don't force everyone to do things the same way as you. You know, some people study, go to school/college/university and even have full-time jobs! They wouldn't like to spend endless hours in the game looking for non-existent loot. According to your everyday "The game must be hard! Kiddies should leave"-like posts, you don't seem to be a busy man. Regarding the latest patches, great job! Putting most of the valuable loot in one place has finally turned DayZ into "Run-to-NWAF" simulator.
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I'm not quite familiar with Arma 2 engine, but I have a question: /*%FSM<LINK "too_many_objects">*/class too_many_objects{priority = 2.000000;to="cleanup_objects";precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _timeNem) > 60)"/*%FSM</CONDITION""">*/;action=/*%FSM<ACTION""">*/"_timeNem = diag_tickTime;"/*%FSM</ACTION""">*/;};/*%FSM</LINK>*/ 60 = 60 seconds or 60 minutes?
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SVD (Regular) in General Military Buildings
IceBeam replied to IceBeam's topic in DayZ Mod Suggestions
I've just looked at the code and found this blueprint. Seems like SVD (Regular) is going to be added to the loot tables (in my opinion). class Blueprint_SVD_CAMO : ItemCore { scope = public; displayName = $STR_CRAFT_NAME_Blueprint_SVD_CAMO; descriptionShort = $STR_CRAFT_DESC_Blueprint_SVD_CAMO; model = "\Ca\misc\SmallObj_moscow_docs_WPN"; picture = "\z\addons\dayz_communityassets\CraftingPlaceholders\equip_blueprint.paa"; class ItemActions { class Craft { text = "Craft Item"; script = "spawn player_craftItem;"; input[] = { {"SVD","CfgWeapons",1}, {"Skin_Sniper1_DZ","CfgMagazines",1}, {"Attachment_CAMO","CfgMagazines",1} }; output[] = { {"SVD_CAMO","CfgWeapons",1} }; required[] = { {"ItemToolbox","CfgWeapons",1} }; }; };}; -
Tell it to the "hardcore players" who insist on buffing buggy zombies, adding the skill system and vomiting/shitting to the mod.
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SVD (Regular) in General Military Buildings
IceBeam replied to IceBeam's topic in DayZ Mod Suggestions
I agree with you, there should be more Soviet-based weapons, but adding more (new) Russian weapons (or reducing the spawn rate of Western weapons) will be considered a radical idea and will probably be rejected: many players will start complaining about lack of the weapons they got used to (DMR, M14 AIM, M16 and etc). In my opinion, DMR and M16 variations are too common: there should be more SVDs and AK variations. For example, I'd like to see these weapons added: General Military buildings: AK-74 GP-25 (Grenade Launcher) and more GP-25 grenades generally; Stechkin APS instead of PDW, PDW will still be available in the Barracks. Barracks: in my opinion, Barracks should be the main source of Western weapons, but it would be great if these buildings also spawned RPK (it should replace one of the machine guns available there, the replaced MG should only be found near the Helicopter Crash Sites) and AKS-74UN Kobra (so that there will be both Russian and American silenced assault rifles) with 30Rnd. AK SD added to the Military Loot. TL;DR: I wouldn't like to remove Western weapons, but I would like to see more Soviet-based weapons in the game. Replacing American weapons with the Russian analogues will probably be considered a radical idea, but adding more Soviet-based weapons without reducing the chance of spawning of (or even removing) Western weapons will not ruin the gameplay. In my opinion, adding SVD (Regular) to all of the military buildings will be a small step towards increasing the amount of Russian weapons. -
I am not a native English speaker and I apologise for any mistakes made in this thread. Problems: I have always been surprised by the fact that SVD is so rare in a post-Soviet country. Since DMR is the most common (newbie-friendly) sniper rifle in DayZ many players don't bother finding neither SVD (which requires a lot of skill to use) nor SVD mags. Let's compare the availability of DMR, M24, M40A3 and SVD Camo: DMR: General Military buildings (1.35%), Barracks (0.82%), Helicopter Crash Sites M24: General Military buildings (1.35%), Barracks (0.41%), Helicopter Crash Sites M40A3 (which is actually a camouflage version (reskin) of M24): Barracks (0.82%), Helicopter Crash Sites SVD Camo (a camouflage version (reskin) of the regular SVD): Barracks (0.41%), Helicopter Crash Sites Realism: as you can see, you are more likely to find an American sniper rifle than a Russian SVD in a post-Soviet country (which is not very realistic). Gameplay: not everyone will agree with me, but DMR, M24 and M40A3 are newbie-friendly rifles compared to SVD. However, the easy-to-use American sniper rifles are more common than, like ODoyleRulez, trained sniper's best friend (SVD). Imagine this situation: you come across both DMR and SVD, but you can take only one of these rifles with you. Which one would you like to choose? I bet most of the players will take DMR mainly because of the ridiculous rarity of SVD mags. In my opinion, a player shouldn't be penalised for choosing one gun over another. Suggestion (Solution): I suggest adding regular SVD to General Military buildings, Barracks, Helicopter Crash Sites and 10Rnd. SVD mag to the Military Loot with the following chances of spawning: General Military buildings: SVD (regular) - the same chance of spawning as DMR and M24 have (right now it is 1.35%) Barracks: SVD (regular) - the same chance of spawning as SVD Camo has (right now it is 0.41%) Helicopter Crash Sites: SVD (regular) - the same chance of spawning as SVD Camo has Military loot: 10Rnd. SVD mag - the same chance of spawning as DMR mag, 30Rnd. AK, 30Rnd. Stanag and AKM Mag have (right now it is 1.96%) In my opinion, it will add a bit of variety without ruining the gameplay. Players will still have to loot the Barracks and Helicopter Crash Sites if they want to find SVD Camo. If this idea is implemented, regular SVD will have the same availability as DMR and M24, and SVD Camo will be as common as M40A3. What do you think about it? Feel free to discuss. P.S. Please, don't tell me to GTFO without a proper explanation
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Same story with many buildings around the map. The loot is either not spawned at all or there is very little loot even when there is just 1 player around. I think that the newest patch with 1.7.7.x code included is the reason because there're similar problems with loot on vanilla Chernarus servers running 1.7.7 and 1.7.7.1. I also think that adding infection to Namalsk wasn't necessary at all. Cold weather, lack of food, EVR and Bloodsuckers are more than enough to make the game hard, but infection coupled with lack of antibiotics (and other loot, too) make it frustrating.
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Confirmed. No loot in the entire Vorkuta. Seems like it happens on every 0.75 server, not only on this one. Lags, broken loot spawning mechanics, infection, and starting with no backpacks. Why? It's already really hard to survive on Namalsk because of the lack of food and bad weather, but the newest patch made it unplayable (in my opinion).
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Anyone interested in going back to 1.7.6.1?
IceBeam replied to Writhe (DayZ)'s topic in DayZ Mod General Discussion
+100. You're not alone, I totally agree with you. I enjoy playing DayZero, but I'm also interested in going back to 1.7.6.1. Yes, in the recent patches zombies are harder, but in a really insane way. Even though the zombies were easier before, their pathfinding was better. The loot (and zombie) spawning mechanics were better and worked properly. The loot tables were also better. Almost everything was better and offered a challenging gameplay coupled with better performance (I got 30-40 FPS before on European servers and 20-28 FPS after the patches). After those patches the game is harder (in an annoying way) and more buggy. Does it make sence? Was it necessary to fix something that wasn't broken? I'd rather it be easier but better in terms of the gameplay and performance than harder but more annoying combined with worse performance. Population of the standard DayZ servers shows everything. They used to be busy every day, and now they're empty or almost empty. Why has it happened? Why is no one really complaining about the infection as much as they did? Because those who complained moved to other mods (most of them - to DayZero) which are better in terms of the gameplay and performance or just went on to do something else. Because it's useless to complain on these forums since anything negative is instantly attacked by the trolling community. People who belong to such community seem to think about themselves only, they don't care about admins of the vanilla servers who lost a lot of players and money just because of the 1.7.7.x "experiment". Don't tell me that you should be looking forward, not back, because the latest patches are actually one step forward, ten steps back. I've repeated myself many times, so I'd better refer to these posts: http://dayzmod.com/forum/index.php?/topic/140121-dayz-mod-1771-hotfix/?view=findpost&p=1435955 http://dayzmod.com/forum/index.php?/topic/140121-dayz-mod-1771-hotfix/page-31#entry1431667 -
Like I said, unfortunately, my FPS drops to 5 while recording, so I don't have the videos to show. I'd better tell you the coordinates. 1. Chernogorsk - a zombie (063 131) managed to see me somehow when I was crouch-running near the supermarket, between two low value wooden houses (red at 065 130 and another big one at 064 130) 2. Fire station in Electro (104 127) - a zombie managed to go into a wall on the first (ground) floor and to "go up" to the third floor, just like by elevator.Deer Stand near Dubrovka (099 057) - a zombie on the deer stand noticed me, ran through it, fell down on the ground and died.Brown Barn in Chernogorsk (070 122) - I entered the barn, and then a zombie walked in through the northern wall.Apartment Building in Chernogorsk (063 126) - a zombie entered the room on the top floor, then suddenly ran through a wall and fell down on the ground.Industrial Building in Chernogorsk (068 126) - zombies ignore blue walls and doors and run through them.Industrial Buildings in Chernogorsk (067 127 and 066 127) - zombies ignore the doors and walls and just walk through them.Military Base (Green Mountain) (037 093) - zombies ignore all of the fences and gates, they walk through these objects. Nowadays they tend to ignore the walls and doors in many buildings: residential, industrial, barns and fire stations. Don't get me wrong, but they didn't go through the walls and doors that often in 1.7.6.1. I think that the new zombies' pathfinding is the reason. 3. Wooden House in Electro (093 133) - I was sitting behind the table, the zombie walked in the house and was standing near the entrance. He suddenly stopped and started hitting me (successfully). I'm not sure what causes this problem, maybe the house itself is the reason.
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Yes, I would prefer stagnation if it is the only option which will not cause loads of problems. In fact, that's why I chose not to install the latest version of plugins (such as Sourcemod, Zombie: Reloaded and etc), the newest plugins, textures and models when I was running Source Engine servers: because they were buggy as hell, and those bugs often crashed the server. However, some of the players asked to install them: "they're new, they're cool, most of the servers already have them installed, so why don't you do the same?". I answered: "Stability and performance are the most important things for me. Latest versions aren't always the best: I don't want my server to crash every 10 minutes just because of the "cool stuff". And in the end servers which had the newest (buggy) stuff installed lost their popularity. There were like 2-4 players on them every day, when the most playerbase chose to play on servers with older "stuff". The same goes for DayZ now: just look at the population of the official (vanilla) servers: they used to be busy every day and now they're empty. In my opinion, chaning zombie AI, loot (and zombie) spawning mechanics, loot tables and adding the infection wasn't necessary at all. And about the infection: if there are enough means to cure it, if it's implemented without ruining the gameplay, it could be a nice addition. But there're only three ways out today: antibiotics, resting in a tent and a suicide. Antibiotics: rare, coupled with broken loot spawning mechanics - almost impossible to find. Tents - rare, coupled with broken l.s.m. and bugged placement - almost unavailable. Suicide - always available: "Curing the infection... one bullet at a time". The current gameplay doesn't increase teamwork: players are killing each other on the coast hoping to find antibiotics in their inventory/backpack. Is it funny? I don't think so. Let's see what was changed in the next patches when they're released and hope for the best.
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It all depends. A lot of people were shooting the zombies, that's why they thought it was easy. If I didn't have a silenced gun before 1.7.7.x, I never tried to shoot the zombies because it could give away my position and because it was just waste of ammo. And even when I finally managed to find a silenced gun, I used it to kill zeds only if necessary. According to your post, you establish the fact that the zombie AI was better, but for some reason you prefer buggy zeds. Like I said, it all depends on your playstyle. Before 1.7.7.x I was able to choose different styles, including stealthy and run-and-gun, and I decided to choose the first one. But now I'm forced to run-and-gun, to give away my position and to make myself an easy target for other players. Does it make sense? No. In the recent patches zombies are harder, yes, but in a really insane way. Even though the zombies were easier before, their pathfinding was better. The loot (and zombie) spawning mechanics were better and worked properly. The loot tables were also better. Almost everything was better and offered a challenging gameplay coupled with better performance (I got 30-40 FPS before on European servers and 20-28 FPS after the patches). After those patches the game is harder (in an annoying way) and more buggy. Does it make sence? Was it necessary to fix something that wasn't broken? I'd rather it be easier but better in terms of the gameplay and performance than harder but more annoying combined with worse performance.
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That's why you're stubborn. You don't listen to anyone but yourself and don't get what I'm saying: almost everything used to work properly before 1.7.7.x, but now it doesn't. Before 1.7.7.x it was possible to loot a crash site without killing any zeds, now it's not possible (if you don't have a car). I'm not the only one who faced those problems. If you think I'm telling fairytales, there're many Andersen brothers here :D .
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http://dayzmod.com/forum/index.php?/topic/140121-dayz-mod-1771-hotfix/page-31#entry1431667