

alleycat
Members-
Content Count
241 -
Joined
-
Last visited
Everything posted by alleycat
-
Loot system should be adjusted (less dependency on server start)
alleycat posted a topic in General Discussion
There is something wrong with the loot system. I heard the loot only spawns on server start? If that is true, that is hopefully getting fixed. Because check this post from someone in the "show your gear" topic: I was throrough as hell when I looted, and I was actually going through 2 remote towns (zelenogorsk and some other town) which are not near the coast. I searched about 20 buildings, and I really looked for stuff, I crawled under beds and precisely scanned all shelves for tiny items that others might overlook. What I got was: 3 mosin rifles a box of 20x mosin bullets 10 pairs of jeans 3 cans of soda 5 rotten fruits 1 can of tuna 1 wrench and some other low end gear (basic clothing) Took me about 2.5h to loot that. Why does that guy up there (and many others in the topic) have tricked out m4 with many attachments, huge backpacks, food that is not rotten from one hour of balota looting (I covered a much larger area and amount of buildings. I dont mind loot being rare, and I actually love the system of looting hiding behind furniture but favoring people who caught a server start over people who dont care about when the server starts is not fair. And if you get that gear from 1 hour of only looting the airstrip it obviosuly means there was server hopping involved. -
I encountered this audio bug: 2 players could be heard with open mics talking on the server, all across the map. Then I turned my VOIP slider to 0 and it stopped. However local directional chat (caps lock) was still possible, I could talk to others and I could hear them.
-
Loot system should be adjusted (less dependency on server start)
alleycat replied to alleycat's topic in General Discussion
Well teh advantage of a running loot respawn is that you dont have to reboot and players do not need to reconnect. -
Loot system should be adjusted (less dependency on server start)
alleycat replied to alleycat's topic in General Discussion
Well once you have one mosin rifle, the other 2 you find are not much of use. About loot spawning. How about this: (I actually coded that myself in an attempt to code my own dayz clone) 1. Spawn loot at server start 2. After 2 hours, remove all loot, then do a new loot respawn across the map. This way the server does not stack loot and it only has to do that spawn pass once every 2 hours. I did that on a small dedicated server on takistan with all enterable buildings and all building pos were checked. The whole process was complete in 20 seconds. (I dont mean to be condescending by proposing to the dayz team how to spawn loot, it is just a suggestion that worked for me on a local server and from my limited knowledge the hit was not too hard for the server.) -
Loot system should be adjusted (less dependency on server start)
alleycat replied to alleycat's topic in General Discussion
Will this get fixed some time soon? It seems like a rather large issue because I would ather not server hop or wait for a reboot to find some gear. And players who are aware of it can basically run their own night clubs with whores horses, booze all paid by the 500 million m4 rifles per square kilometer on the land they claim*, while the unwashed jeans wearing savages kill each other over the last rotten orange in chernarus. *numbers slightly exaggerated -
Bad News: Map shrinked considerably; can make it from town to town in less than a couple minutes.
alleycat replied to AG-D.Wright's topic in General Discussion
I am very sure the map is not downscaled. You can not simply rescale a height map like a photo. And even if you could downscale the actual height map, you would have to repaint textures and move 500 million objects to fit on the map like it was before. No way this was downscaled. 1. Makes no sense to do it 2. Technical nightmare 3. BI mapping tools are the worst on the planet, and the lead mapper would probably punch rocket in the face for requesting that -
Also I think that rocket mentioned liking the "moodlet" system in Project Zombiod. While the game is great, I do not like that specific part. The moodlets are small icons popping up on the side (top?) of the screen gradually annoying you into focusing your attention on the needs. And I do not want that. Here is what I want I want a bar (abstractly or literally existing on the HUD) and I do not want to give a flying flip about that bar unless its at 30%. Then I will start worrying about starving. I do not want a message in my face for every few % it drops. And that is exactly what the dayz system does right now, gradually annoying you about your needs.
-
perfectly said. Also in real life you would feel quite satiated for at least 2-4 hours if you ate a complete box of cereals without milk. And you would simply feel satiated and the actual "I want to eat" would kick in much later. And zombifying hunger that makes you so hungry you cant think straight would happen even later. And your body would not start suggesting you are hungry that quick either. Especially if you are in a dangerous situation (sneaking around on an island full of lunatics out to kill you)
-
Might be the rotten fruit curse. I wrote about it in this topic: http://forums.dayzgame.com/index.php?/topic/154480-the-status-text-messages-i-feel-ruin-the-immersion-and-are-not-intuitive/
-
I really hope you guys dont go all fundamentalist hardcore text adventure and hold on to "text in your face all the time to improve immersion" because it is doing exactly the opposite. I mean if players like to have that make it optional. I just want an unobtrusive bar in the corner (actually the sims 3 is a good example of how needs can be fun and not be in your face all the time).
-
The status text messages (I feel....) ruin the immersion and are not intuitive. This is what happened to me today. I spent an hour trying to find loot along the coast, chasing one rotten fruit after the next. Then I moved inland and due to amazing luck I walked in on a crime scene a few times. 3 dead players in a town, all packed with great loot. So I kept moving north. However the game kept displaying messages that were often vague, non descriptive, did not indicate what they are supposed to mean or simply did not make sense at all: "I feel extremly hungry" 5 minutes after eating a complete can of tuna, and drinking a soda. "I want to drink something" 10 minutes after the first tuna. So I go to a small lake and gulp that water like a camel at a watering hole in the desert. Then I casuall jog (not double tap W sprint) for another 8 minutes and the thirst starts again. While this was quite annoying already, Another thing started happening. I suspect a rotten fruit I ate 2 hours earlier started to cause problems: "feels funny in mouth" "feel nauseous" And my screen starts gradually losing color and overbrightening. So I assumed that was food poisoning. As fate would have it I found a player corpse that had 2 pills of antibiotics. I take them and it says: "My wounds feel cleaner" Note that I did not have a single phyiscal wound at this point, only a rotten fruit. However the color fading keeps on and eventually half an hour after the antibiotics I go unconscious. What does this story tell us? These test messages are: -Vague Nondescriptive, they do not point to the cause of the issue, making the player guess. -No indication of how well a need is satiated How much tuna do I have to eat to not feel hungry? When is hunger causing to start damage? Does it cause damage at all? Where can I see how damaged my character is? rocket mentioned ss13 was an inspiration for these messages but it is not a good idea for dayz. SS13 has to use these descriptions to convey things to the player because that game is crude 2d pixels. Dayz does not haev to be this vague and "text based" in a game where every tiny item is a 3d object. Also constantly having my character talk to himself actually is bad for imagination. About the screen shader fx. Desaturating colors is a bad idea. Especially since Dayz has such nice HDR lighting (which you only see in the options and when you respawn, because you will spend most of your time surviving on rotten fruit and inevitably end up with a washed out screen that ruins visual fidelity.) Unadjusted PURE glorious HDR should prevail above screen color fading I know tghe game tries to convey damaging effects by washing out the screen so it appears "subtle" but it comes at the cost of ruining visual fidelity. About food poisoning. Why is eating a rotten fruit such a death sentence? I only ate 1 and died 3 hours later from it, even after taking 2 pills of antibiotics? So the next time I eat a rotten fruit because the loot god is angry with me I can throw that specific player life away because what are the chances of finding another set of pills? Why even bother looting for hours, only to die as a well equipped corpse. All of this can be avoided by having indicators and bars in the corner of the screen like dayz or other simiar games have them. it would have several advantages: -Easy to see how dangerous a need is currently -Easy to see how much you need to eat and how much you should keep for later -Less guesswork and more intuition And for anyone countering my suggestion with "in real life you do not haev indicators": Yes you do have them in real life. If you get sick from food poisoing you will instantly know it in your stomach and intestines. You dont have to decipher some cryptic text message and you dont have to ask why the colors are fading on the screen.