Atomizer
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Everything posted by Atomizer
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Fixing Night Play (Contrast and Brightness)
Atomizer replied to Grober's topic in General Discussion
In Rockets stream, the question about settings in general came up, and he said they simply haven't looked at it yet, in the future, I imagine them to remove a lot of the options, or at least fix them so no matter what settings you have, it only benefits/hinders people slightly. For example, I found disabling clouds gives you much boosted brightness at night for some reason, and you can DISABLE shadows, you can also make it so you can see less grass/see through grass/trees easier, once they look at this aspect it should be a bit better balanced. Also, I love pitch black nights, we just need other forms of light sources like chem lights and flares -
fast and highly observant zombies are bad for the game
Atomizer replied to Antiklimax's topic in General Discussion
The mod had reasonably understandable mechanics in regard to zombie aggro, there was just this weird odd out zombie that seemed to come from miles away, if you proned around in the mod, you would usually not aggro anything, unless you got too close, and you could usually crouch around pretty successfully, this is during the daytime, at night time, you could just about sprint through cherno(avoiding the barrel fires) and not aggro the zombies(at least from sight). And in my opinion, thats not too unreasonable, except, that one odd out zombie that seemed to ignore all the rules. To be honest, I don't think DayZs focus is the zombies, otherwise they would be done, DayZ is a survival game, that just happens to take place in a zombie apocalypse, players are drawn to DayZ because of the zombies though. Yes, zombies are too easy right now if you know how to deal with them, I had about 10 zombies on me the other day and all I had was a wrench, I figured I would try, killed every single zombie without taking a single hit. And once you get a fire axe, that one hits zombies, they are no longer a threat, though you can still get caught off guard by the unfinished aggro mechanics and a zombie will get a hit off and cause you to bleed. A lot of work needs to be done to the zombies before they can become challenging, and the first step isn't adding more, its fixing pathing so they no longer glitch through things, and optimizing them so they can add more, and of course, respawn mechanics. Usually you go through an area that has already had other people clearing out the zombies, so you don't see many, yet as I mentioned, I ended up with at least 10 zombies on me near Komarovo, the next person to enter that area on that server wouldn't have seen any zombies. One mechanic for making groups of zombies more threatening I discussed with some friends was to have a zombie have a chance to grab you if you "move past it", it will cause you to stop for a second or 2, it won't deal any damage itself, but if you have multiple zombies, being stopped for a second or 2 could be fatal. -
fast and highly observant zombies are bad for the game
Atomizer replied to Antiklimax's topic in General Discussion
The zombies are the way they are right now(highly observant) because they are not finished, there are many mechanics surrounding zombies that are just not in yet. The most noticeable thing, is there is very little "stealth" elements in right now, I believe zombies do become less observant at night in the SA currently(haven't really "tested" this), however there is no "visibility" system in, which means it doesn't matter if you are prone or standing upright, the zombies will react the same to sight. I do believe however zombies might react a bit to noises, as I notice if I am near a zombie, that is not aggro, the moment I start sprinting, whether I am in line of sight or not, they more often then not, aggro, but again, I can't confirm this for sure. All I can really confirm is zombies are nowhere near being finished, and neither is the systems surrounding them, but I do imagine they will be a bit like in the mod, and yes, they might seem "too observant" to you, if you're standing outside in the middle of the day, but at nighttime they would mostly only respond to noise more then anything, unless you're using some kind of light source. Zombies just glitch through just about everything right now, as far as I know its because only a few buildings have been configured for zombie pathing so far, so for the most part, once zombies have been finished, they will have to navigate obstacles as well, and not just glitch through them. And one last thing I would like to address is: zombies are not as fast as players in SA. You can double tap and hold W to sprint, and you go faster depending on what mode your "held item" is in. 1. No item in hand, fists lowered - Fastest 2. Item in hand, but lowered 3. Item in hand, raised 4. Item in hand, raised, and "aiming" (enter aim mode by tapping right mouse button, even if you just have your fists/melee weapon) - Slowest -
Priorities are not off, did you people forget the basic fact this is a TEAM working on the game, different people do different things, the person who added the books is not the same person working on anti-hacks, and I highly doubt implementing and dumping in a bunch of books is as complicated and time consuming as anti-hacks.
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Be sure to update your video card drivers, sound drivers etc I have played pretty heavily since day 1, played around with settings a lot, min settings, max settings etc, steam reports me having played 24 hours worth so far, the only crash I experienced was the server crashing(my client never crashed). 3 friends I have been playing with have also not experienced any crashing, though 3 of us have recently played BF4 and updated our video drivers because of the stupid warning every time we launched the game, so I figure its worth a shot. Also, do what Fluxley suggested, the more information the devs have, especially on particular hardware configurations causing issues, the sooner they will be able to narrow the crashes down and fix it. I myself have one of the newer Intel Core i7s and a nvidia 670GTX, I also have 16GB of DDR3 RAM, though that is overkill for simple gaming
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DayZ standalone: ‘We will never fully solve hacking problem’, says dev
Atomizer replied to piffaroni's topic in General Discussion
We have known for almost a year now that they were starting from scratch, clearly you did not pay attention to anything relating to the standalone, otherwise you would have probably seen rocket stating many many times to NOT BUY THE GAME unless you are absolutely convinced, watch youtubers, streamers etc, know what you're buying before you buy it. Infact, it goes into detail on the steam store page as to what is in the game right now, and what is planned. As for hacking, despite the old article, its still accurate, you cannot stop hackers, no matter what you do, however DayZ had a different breed of hackers, 1 hacker, despite the nature of the game, can ruin everyones fun on a server, teleporting, teleporting everyone to a location, spawning items, heck, spawning permanent map objects! Taking control over players etc, anything was possible with the mod because of the foundation it was built on(ArmA2), those hacks will be non-existant in the standalone thanks to building the core from the ground up, and locking down scripting. However, hacks such as aimbot and radar(being able to tell exactly where players are) are the hardest things to detect and stop, once they detect certain hacks, people will come up with ways to get around it, thats what they mean when they say "hacking cannot be stopped". -
Not sure if serious, or just trolling, in case serious: character death, not deletion(that would imply no corpse), however you can't force people back onto the server once they decide to log off, just punish and all is good(though not a ban). This is a vital mechanic, and I am pretty sure Rocket has mentioned it already, there will be something to prevent it. If you haven't heard of what Rocket said about server hopping, one possible method he mentioned was having a timer that counts down when you disconnect from a server, if you server hop, it gets doubled, he threw out figures like 30 seconds as a base, but that can easily be adjusted if its not enough. 30sec -> 1min -> 2mins -> 4mins -> 8mins -> 16mins -> 32mins Doesn't seem like a lot, but that's just a possible mechanic, same goes for combat logging, they won't leave it as is, it's just a matter of when, not if.
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As said already, the point I made was you don't ban someone for logging off, no matter the situation, you ban someone for cheating/hacking, combat logging is pretty lame, and people keep saying it "ruins the experience", however, its all game mechanics, banning is not a game mechanic. They introduced player death if you log off while unconsious or while handcuffed, that becomes game mechanics, itd be the same thing for saying to ban people for logging off while handcuffed, its just stupid, most extreme punishment for combat logging would be instant player death. All thats needed is a "player remains on the server for X seconds" and block them from connecting during that time, for a quick fix, have them die instead. If I was to try to design this mechanic, I would have a timer when you go to the menu, like in the mod, but instead of preventing you from logging out, itll let you click the button, and pop up a warning: "If you force disconnect you forfeit your characters life, continue?" <Y/N> That way even if they alt+f4, kill the process, or even pull their network cable, itll just kill the player, and if you have to suddenly go, you have to accept the death. If you wait out the timer, then it will let you log off properly, so if you manage to get away and hide its fine, chances are they wouldn't have found you anyway. People are not dismissing the issue of combat logging, they are dismissing the fact people seem to think it warrents a ban, and with it the way I mentioned, there is no "getting around it".
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I agree, I am bugged by a bunch of things in this list, and wouldn't mind to see them addressed, I have also not seen these things specifically talked about by Dean/official word, unlike the zombies that has been addressed over and over again that its nowhere near finished. The sun is pretty realistic in a sense, but still overdone, I mean, if you were looking directly towards the sun, I can guarantee you will have a hard time seeing anything, hard to say which way I would prefer it, realistic, or less annoying, but its a valid topic to bring up. Access to loot you can see if also a valid topic to bring up, I found a mozin sitting on a small table next to a wall, such that it stuck into the wall, my friend couldnt pick it up and it took me a good minute or 2 to be able to get the exact right spot to be able to quickly hit F to grab it(didnt show up at all in the area loot window), it also usually happens with objects on top of high spots on lockers etc, in my opinion its not that they need to be moved, the location for the loot itself is great(better then sprawled out on the ground), it just needs better detection for what is considered visible and what isn't. I've had the unconsious thing a few times, pretty sure it is known to the team though, so I am not too fussed by it, if you wake up, just apply bandages if you're bleeding and relog to fix the sliding, but obviously with the new patch logging off while unconsious leads to death, but who knows, maybe they also fixed that and forgot to mention it? (Just waiting for the patch now) I haven't had any lethal encounters with ladders yet, but I know they can be a bit glitchy, I assume it's mostly a configuration issue, as I have really only encountered it on the new highrises, try climbing to the roof, each time I've tried, it drops me back down after reaching the top, luckily its only a 3m or so drop, I tried it a few times. Alpha yadda yadda yadda, as long as the devs know about it I don't care, but if they don't, here it is!
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Missing mechanic, just as server hopping mechanics are missing aswell, wait for "proper" mechanics, handing out bans left and right is what power hungry admins do, its stupid and childish. Yes, combat logging is bad, noone is DEFENDING combat logging(except as mentioned, they are combat loggers), an hour penalty also isnt a reasonable punishment. All it needs is a 30 second logout timer, and if you force it, your character stays ingame during that time, and you cannot join other servers during that time, even this system can have its issues, but its more reasonable then a ban. Anything else will punish legit disconnects/crashes, if they are in combat, and you cant kill them within the 30 seconds, you're doing something wrong. Also, gg, you just ruined the loot, which is the reason you're killing them, right?