alleycat
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Everything posted by alleycat
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If you look at my example screenshot you will see that it is not floating above a player but instead on the bottom right of the screen, and I even made the text faded so it does not stick out. No nametags are less realistic and immersive than a name tag. Problem is a lot of people here just hear the word name tag or HUD then their mouth begins to foam because they expect a wallhack text that projects 10 kilometers across the map and glows in the dark.
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Wrong. You can not even change your face in this game. Non violent content is an empty delusion right now in this game. Anyway I do not have to convince you people, I will just see if the developers notice.
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I see complete lack of reading comprehension in 90% of the people who replied. Nametags are more realistic than no nametags, because you can remember faces in real life. (Oh wait people have the same face based on the 5 colors you can select, how realistic is that) Gear lone is not enough to identify people in the game because that can change by simply swapping a shirt helmet. You can not make friends with people because they can shoot you on sight an hour later because they never found out it is you. And using TS does not work because parts of the game working to depend on 3rd party tools =FAIL
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A simple and effective fix for night time gamma "cheating"
alleycat replied to alleycat's topic in General Discussion
Dude dont you get it? Your experiment does not work, because the moon is PRESENT ALL THE TIME in your attempt. therefore you can still use the gamma. The only thing in the gfx engine of the game that lights up terrain at night is moonlight and artificial light And no matter if the moon sprite is showing in the sky or not because you turned off a setting, the ambient lighting is still cast, because the date and daytime dictate if there is moon light. Clouds dont matter shit, and shadows dont even factor into lighting as light and shadow are 2 very different things in gfx programming. Mine does work, because I took that screenshot during a time where the moon is not in the sky, which is only shortly before daybreak at the current mooncycle (it is near full moon in real life). Let me phrase it again: MOON PRESENT >>>> GAMMA CHEAT POSSIBLE MOON NOT PRESENT >>>> GAMMA CHEAT NOT POSSIBLE because as far as the game lighting engine is concerned there is nothing shining on the terrain and therefore gamma (which acts as amplifier for existing light) has no effect. Also HDR quality dont matter, Mine is on LOW. Does not work, blur can be turned on on the GFX card and some players might want to turn off certain post processing to save fps. Just give up trying to discredit my idea, It is proven to work and will even out the night for everyone. -
A simple and effective fix for night time gamma "cheating"
alleycat replied to alleycat's topic in General Discussion
As I expect you guys talking about clouds brightening up the night is not true. The above screenshot was taken shortly before dawn, when the moon has already gone. Gamma jacked up to the max. And clouds at normal. The only thing clouds do is when you turn them completely off, the terrain will not receive any lighting. But the above is with clouds on NORMAL, and no moon present, PROVING my idea that removing the moon lighting will fix gamma cheating and equalize night time for everyone. -
Color degradation from blood loss has to go (loss of visual fidelity)
alleycat replied to alleycat's topic in General Discussion
As a matter of fact, coding a bar in the HUD showing your level of blood loss is harder than using desaturation. The game skips out on all severe effect of extrem blood loss, like falling unconscious, not being able to walk straight, blurry vision. Also that grey out only happens on extreme G-forces in rather fast ww2 or jet planes when flying a steep turn and that effect is over shortly after that. Before you get a grey out from blood loss by just walking around you would fall unconscious a few times. They could still use visual effects that dont ruin the colors, like radial blur, or heat distortion blur, or using a vignette, or massively expanding the bloom, or contrast -
Color degradation from blood loss has to go (loss of visual fidelity)
alleycat replied to alleycat's topic in General Discussion
The problem is that you cretins dont see how bad this affects visual quality of the game -
Silencer not working on M4 Standalone
alleycat replied to jsanchez1230's topic in New Player Discussion
If the game is still modeled after arma2, then the suppressor only masks the gunshot but not the supersonic crack, because you cant mask that, in real life if your bullet flies faster than sound, it will cause a crack. -
Color degradation from blood loss has to go (loss of visual fidelity)
alleycat replied to alleycat's topic in General Discussion
Ok then lets tell the GPU to stop rendering shadows or textures when the players wang accidently gets stuck when vaulting over a picket fence. -
Color degradation from blood loss has to go (loss of visual fidelity)
alleycat replied to alleycat's topic in General Discussion
I am actually sifting through towns and run into teh occasional zombie or axe wielding player. Unlike you who basically server camp hops balota/NW. And if guns are involved you never run into the problem of a faded colors, becaus you are dead too soon. But if you get into melee combat with other players and you survive that then you will have to play with these colors for some time -
Color degradation from blood loss has to go (loss of visual fidelity)
alleycat replied to alleycat's topic in General Discussion
punish player for being wounded with bad graphics? You keeping it real immersion fundamentalists try so hard to avoid bars and numbers that you are willing to actually ruin immersion even more: -Extensive YOU ARE BLEEDING message spam -complete loss of colors just so you can avoid a bar in the HUD? That is not immersion, that is a design flaw. -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
Record yourself on fraps 10 different times approaching an armed player you dont know on the NW airfield Statistically very improbable to bump into another player if it is not the 2 larger towns or NW airfield. Because you farmed all possible guns by server hopping and collected them in clan storages.Obviously gear is boring when you found it all -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
Are you even able to comprehend posts that you read? Shooting players on sight while rocket advertises this as "your story" with interactions and players healing others and sharing is just as tacked on. The game does not model any of the real world inhibitions people might have for shooting on sight. While excessively rewarding shooting on sight. And you guys drop that "bandit skin"? I never mentioned bandit textures. What can work is havign some sort of info you can see when you get very close to a player. Like his name, and other things that indicate he is one that shoots on sight all the time. I am not advocating punishing banditry. I am advocating NOT punishing carebearing. I want to see rocket stream himself play without people knowing who he is. No. 40 players across the map means you will probably never encounter more than one guy in visible range unless it is dead center in the largest towns. And all it takes is one shot from a rifle. And this whole people observing then considering their actions is a fantasy that never happens. Hesitate to kill and you will get killed. Of course that wont happen if you meet an unarmed player. So you attacking someone then being "exposed" to someone else attacking you is very very very unprobable. As I pointed out before, the most important and desirable thing in this game is collecting gear. And there is 0% not not kill on sight. There is no drama. Anyone who chose to be good will turn bad after losing all his shit because he let that guy live that came close. I am betting that you will never try to be good after walking 8km north to the airfield. Take the risk? Not shoot? Then lose all your high end stuff to it. Playing carebear being an equally good choice as shooting on sight is an esoteric theory that does not exist in the actual game. And no, helping unarmed players does not count. I want to see you approach a well armed player far north. -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
People tried to get blood from me too, I simply ran away, they shot me but you cant get blood from a corpse so I still win. And before I let someone rob me I rather die running away. And even if shooting someone would ruin all of his loot people would still do it. Because if the other guy is dead he cant kill you. -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
I will murder 10 new spawn players with my mosin rifle for what you said, because I can -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
In the real world there are other factors that would possibly make people hesitate to kill on sight in that situation: -Still being new to the whole situation. You would react more civilized. But that would go away after some time. -Desperation and loneliness. Some people might want to team up with others so they dont have to be on their own. None of this is modeled or can be modeled ingame. So at some point you have to be "gamey" to incentivize carebearing. Because in a free for all deathmatch with no rules and no consequences, hesitating to kill on sight is stupid and careless. The only way to incentivize carebearing is TANGIBLE reward. Reputation for example. Imagine you play often on the same server. You get known (people can recognize your face = nametag) for handing out supplies to new players and providing medical aid. People start to trust you. Or you are a bandit that murders on sight. People will start avoiding you or shooting on sight. And to be able to build a reputation or make friends, YOU HAVE TO BE ABLE TO ID PEOPLE. That is why you need to tell who you are tlakin to or interacting with. And if you get killed by a player, and you get a message after dying, that player has the consequences of killing you, because you want revenge. Seriously, the keeping it pure immersion fundamentalism is ruining the social gameplay that is supposed to be a part of the game. Shooting on sight is not only rewarded, it is the ONLY thing that is rewarded. -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
That actually worked in the mod. Still it would only delay shooting others on sight. Carebearing because you dont have access to a weapon or cant afford shooting it now does not fix it. It only delays the problem. At the very least players should be able to identify others and see who killed them. So on a server that people play regularly on you can get familiar with players and build trust or a reputation. -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
You are wrong. The developers are developing things that are supposed to enhance carebearing so they have intentions to support carebearing. But all attempts so far are not strong enough. Also read my post and think a bit. Bandit system does not only mean texture change on a player. The problem is that there is nothing that says in teh planned feature about it yet, and if they let it drift it will end up like the mod, which is a giant shoot on sight deathmatch. So putting in HARD incentive to carebear early would actually make all these features viable -camping, making food, campfires, helping other players with first aid But now it is all about shooting players on sight and life expectancy is so short that these complicated health systems (raincoat for bad weather lol) dont even matter because you wont live long enough to get health complications. Sure you can have teamplay with friends you know. But that is still only a choice between TEAM DEATHMATCH or regular DEATHMATCH -
The game needs a bandit system/rewards for being either good or bad
alleycat replied to alleycat's topic in General Discussion
Yes -
Are we getting real zombie danger? Like, knowing I am risking my ass if I I sneak into a town to loot it. That Is totally not there like it was in the mod. There is only the casual 1-3 zombies per town attacking.
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Homeless Simulator 2014 (because too few zombies)
alleycat replied to alleycat's topic in General Discussion
Zombie threat is the most important thing. If they skip on danger for weeks or months then this is just loot collection and shooting other players. well they should still be able to chase you. If you can simply outrun them then they are not dangerous. There are almost no bottlenecks in this game that make it possible for them to corner players. (You can basically run for kilometers in any direction) -
Why is my gear gone? When I started the game my character had his equipment in the main menu. After joining a server, he is at the beach, without anything. I have a suspicion what is broken: Server fails to get the player data from the main database, then spawns him anyway AND THEN saves his gear again leading to the loss. Basically the retrieving of data is broken and is skipped while sending the data back to main server does work.
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Homeless Simulator 2014 (because too few zombies)
alleycat replied to alleycat's topic in General Discussion
It is an alpha, but it is not a closed in house alpha that is tested by paid testers. So the developers have to worry about entertainment value because they moved more than a million copies and now they are stuck in the hamsterwheel of getting the game complete and at the same time keep us early access people entertained. That is the trade of they made, they get a few dozen million € early from us. They cant just say "you are not supposed to have fun, it is alpha" because then you got a large angry customer base. Note that I am not accusing the developers of doing that. I am accusing the fundamentalist fanbois that jump on anyone complaining about things. -
Homeless Simulator 2014 (because too few zombies)
alleycat replied to alleycat's topic in General Discussion
That is exactly what I want in a game about surviving in a zombie infested place. Being chased all the time, fearing for my life when going near a town. I dont play this to make myself a throne of blades M4 rifles in my balota throne room The game right now is just sifting through trash like a homeless dude and then when geared up you can go to balota for battle royal and find yourself on the beach and repeat. -
Homeless Simulator 2014 (because too few zombies)
alleycat replied to alleycat's topic in General Discussion
Early Access is about customers complaining hard so the developers know what issues are the most important ones. It is not about gloriously bathing in the glory of a found bug and saying "damn I am having so much fun with this not working" EDIT: This means you are the retard