horrorview
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Everything posted by horrorview
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I see the spotlight parameters have been tweaked, but what of lighting in general? Fireplaces, flashlights, torches, etc. There needs to at least be more contrast in between light and dark as, right now, it's so dim and drab that it's painful on the eyes (let alone a chore to play). What happened to the moon? Nights were perfect a few builds ago.
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I meant in terms of performance. If 50 more players is equal to, say, 1000 more zeds, I'd rather we get the zeds!
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Will these 100 person servers come at the expense of infected amount? I find that on the 50 person servers I have just enough player interaction (at hot spots but also, on occasion, just out in the middle of nowhere) to keep me on my toes. If increased player count = less infected, I'd actually prefer more zeds! :(
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Hey Brian, thanks for doing this. 1) Will we ever see things like water catchers and primitive shelter "recipes" (lean-tos, etc) 2) Will truck inventories eventually fit things like military and car tents? Also, will we be able to carry military tents and backpacks (empty) in our hands someday? 3) Are roaming hordes being considered? Maybe as a random events or something? It'd be amazing to have a horde wander through a camp or be able to do a Walking Dead and guide them into areas with flares/noise. 4) Is this what it sounds like, when the doves cry?
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I definitely want roaming hordes, and would love to see the devs add them as a dynamic event. Like I said, I'd also like to have individual zombies scattered around the woods and fields as well, just to serve as a little bit of an extra threat/diversion. Imagine having a small wave of zombies just creeping toward your camp on their own or, better yet, a massive cluster of them drawn toward your camp by the enemy?
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My fear with the infected is that they're trying to make them too "smart" with their speed, senses, and varying attack animations and such. As someone else pointed out, the mod infected were gloriously stupid and cheap in terms of resource cost. I'd almost rather they just dumb the current zombies down, drastically reduce their speed, and make them shambling slow-moving Walking Dead type beasties. Make them hit like a ton of bricks and hard to kill (head shots/brain bashing only), attracted to loud noises/light, and give them a small "awareness/attack radius" with just enough "intelligence" not to walk through walls, doors, or fences. Sure, in small numbers they'd be easy just to avoid, but if you get stuck in a tight area with a few you've got your work cut out for you. Scatter a handful in the smaller towns, a few random ones off in the woods and fields, and fill the high value loot areas and bigger cities with hordes of 'em. If you get their attention, they'll swat at you and maybe stumble after you a bit (along with whichever ones are nearby), but not chase you for a mile. Make them a giant, slow-moving deterrent rather than the hyper-aware speed demons they currently are. I just don't know if we'll ever see the huge amounts of infected a gameworld this size needs with the current iteration of them.
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The infected that will be returning - will these be the ones that were tweaked for the new animation system, or will these just be the original infected back for a fashion until that new animation system is implemented?
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Experimental Branch: 0.50 Discussion
horrorview replied to SmashT's topic in PC Experimental Updates
You can just make a splint and it will go away. -
Anyone else think DayZ should switch engines?
horrorview replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
How, exactly, is what I'm doing any different than what you're doing? You're just regurgitating information you saw on Reddit, but in a thuggish manner that helps NO ONE. At least I attempted to answer someone's question, and, whether you like how it was phrased or not, it was the correct answer. And your last line shows you just make things up to serve your argument as Rocket spent the better part of today telling ArmA 3 players not to expect DayZ SA developments to make their way over to that game. Here's a direct quote from him: "This does really bother me, but I do understand you're not alone with this sentiment. Just because you highlighted something you felt was important, does not mean the developer is magically obligated to provide it. To expect the Arma3 team to do everything DayZ does, as well as everything Arma3 does,... is complete madness. DayZ can do what it does because we removed functionality, we made it simpler because DayZ's requirements were much more narrow. This allowed us to focus. So to take gains from DayZ and "put" them into Arma3, you would have to drastically slash existing functionality for Arma3. You would destroy many areas of backwards compatibility for the A2 mod for A3, and for other community mods already released." I'm not going to waste time arguing with you for all you seem to do is type lots of words that say nothing and it's obvious you're as ill-informed as you think I am. -
Anyone else think DayZ should switch engines?
horrorview replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
I know what you're saying and I'm not arguing with that. I'm not even defending what I said as being RIGHT as, like you say, it's info that's a year-and-a-half old. With Gorvi, however, It's all semantics. His reply dismissed my post as bullshit, but he went on to say everything I said using different words. Yes, the SA engine is now very much its own entity, but TOH is still at its core. My original post was simply answering someone else's question as to whether or not TOH was RV3 like ArmA 2. -
Anyone else think DayZ should switch engines?
horrorview replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Yes, which is EXACTLY WHAT I SAID! Read my post again. The person I was replying to asked "Isn't the TOH engine RV3 like ARMA 2?" I then replied telling him what the TOH engine was "It's the engine from Arma 2: OA, and it was modified for Take On Helicopters" Then I go on to say THIS about how said engine has been modified for SA. "DayZ SA, they've changed it up even more, and, as I said in my original post, added middleware (Bullet, etc), and will be swapping out the renderer, so, in the end, it will be a very different engine. Yes, the core of it is RV3, but the myriad fixes/changes are going to alter it drastically." Then, after your "Don't spout bullshit" rage, you go on and type this: "Even if it is using source code from the Take On branch, its going to be drastically changed even more when the renderer and interface is ripped out." Which is exactly what I said in the first place. -
Anyone else think DayZ should switch engines?
horrorview replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
"The standalone engine we are using is a branch of Take on Helicopters, which itself is a branch of ArmA 2 Operation Arrowhead. We chose this because of its stability, ease of development, very achievable optimization, and the fact that our programmers are the architects of the engine - the very people who built it from the ground up over ten years." That's straight from the bloody devblog. Sorry if I this all changed but wasn't reflected in the game's only official documentation. Was just going by what I'd read. Now go choke on your own over-inflated sense of self-esteem. -
Anyone else think DayZ should switch engines?
horrorview replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
It's the engine from Arma 2: OA, and it was modified for Take On Helicopters. DayZ SA, they've changed it up even more, and, as I said in my original post, added middleware (Bullet, etc), and will be swapping out the renderer, so, in the end, it will be a very different engine. Yes, the core of it is RV3, but the myriad fixes/changes are going to alter it drastically. -
The challenge and saga of Zombie Pathfinding
horrorview replied to SmashT's topic in News & Announcements
Very exciting news! My jaw dropped when I saw the pic of that unfinished building Torchia posted.That thing looks IMMENSE! Oh, and that fish fillet....delicious! -
Experimental Branch: 0.45 Discussion
horrorview replied to SmashT's topic in PC Experimental Updates
Hicks just posted on Twitter "No updates this week.", so I guess that's a no. :( -
Whenever you change back and forth between experimental and stable there's a small-ish download required.
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Anyone else think DayZ should switch engines?
horrorview replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
They've modified the Take On Helicopters engine, added some middleware engines (ie; physics SDK, and are planning on adding more for ragdoll etc), plan to add a new renderer, etc. By the time the game hits Beta, it'll essentially BE a new engine that adapts to needs of the game rather than game having to adapt to an existing engine that doesn't meet their criteria. -
As a cigar smoker, I'd love "smokeables" in game. It's terribly unhealthy, but it's relaxing, and, if I'm living in a world where death's around every corner, the last thing I'm going to worry about is my lungs (or liver, which is why I would also like to see vodka).
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Experimental Branch: 0.45 Discussion
horrorview replied to SmashT's topic in PC Experimental Updates
We want Chilly Willy! -
It's funny how you signed up for this forum just around the same time H1Z1 was announced, especially seeing as you never really do anything but bash DayZ SA while promoting Sony's game. Smedley? Is that you?
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Why is development time being poured into more new towns?
horrorview replied to uberfrag's topic in General Discussion
Exactly this. I'd love to see more reasons to venture off into the forests. I know they can't do underground structures (yet), but there are plenty of raised mountainous areas where they could add a few small caves or "bug out" houses where you can find hidden arms stashes, food, etc. I'd also love to see some more glorious bits of nature, like waterfalls (not sure if possible, but would look dynamite), hot springs, swampland, tall grasslands, etc. Throw a few ramshackle log cabins out there and maybe an abandoned campground or two. -
I'm going to give the devs the benefit of the doubt and assume that things like FPS optimization, zombie assortment/behavior, and other technical shortcomings will be taken care of by/during beta, so I'll focus on endgame elements rather than technical doo-daddery. 1) Compelling hunting/fishing simulation - This SHOULD happen given they've absorbed a studio that made those kinds of games exclusively. 2) Societal roles - doctors, farmers, security force, mechanics/pilots/drivers, hunters/gatherers, traders, etc. 3) Barricading/Annexing of towns/cities 4) Planting/Harvesting of crops/vegetables 5) Animal husbandry (pig/sheep/goat farming)
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Experimental Branch: 0.45 Discussion
horrorview replied to SmashT's topic in PC Experimental Updates
Actually, there's supposed to be more than one. There's the "town" to the north of Svetlo/Black Fields (the medium-sized one with the hilltop factory bldgs that was supposed to be in the last exp) and the proper large city to the Northwest of Black Fields that Senchi hinted would come in the NEXT exp push. I wonder, though, when/if that sort of ramshackle town southwest of NWAF will be finished as it's still being swallowed up by the earth around it (I think there's a garden in one of the house's bedrooms). That one hasn't gotten so much as a mention in weeks. I wonder if they forgot about it? :P -
watching dayz mods like epoch and breaking point is so depressing because they had all the content that the devs want to incorporate into standalone two years ago already. That's not really fair, is it? Those are mods that had most of these features handed to them from the original DayZ mod (as well as the ArmA 2 assets) whereas DayZ SA is being built (and rebuilt) from the ground up for the most part. And, yes, while BP and Epoch have camping, fireplaces, vehicles, etc, SA aims to implement these things in a much more polished and organic fashion rather than the clumsy way they're implemented in the mod ("cow hunting" for example). they can't be serious. they need to employ even more people or sell this whole project to someone who can develop it faster. because people won't be waiting one year for a complete game when h1z1 is likely going to do everything better next month I don't know about you, but I'm thoroughly unimpressed by what I've seen of H1Z1 thus far. The game's cartoonish looking, the graphics are arcade-style, with flat, ugly textures, and the combat footage I've seen is very COD-like. As for realism, after watching highlights from yesterday's 12 hour stream, I'm not seeing that at all. The barricading feature looks like something out of Minecraft, with players placing entire walls and rolls of barbed wire from a few boards in your backpack. Doesn't look very realistic to me. I also think SOE is being very disingenuous in regards to their game's development. The argument that H1Z1 is progressing faster than DayZ is unfair, and, while the game's defenders/"fans" are quick to point out all that SOE have achieved in a matter of a couple of months or so (which is what the devs want us to believe, and, IMO, is a dig at the "slow" progression of DayZ), H1Z1 is basically a "mod", where all of the core bits have been developed over YEARS (PS2 took a long time to develop if you remember). Even the vaunted "new" survival elements are being carried over from other SOE games that share the same Forgelight engine (the "crafting/barricading" is from the new Everquest game, which was also under development for quite some time). Yes, I'm sure there are devs working hard at creating new skins, textures, etc, but it's not as if this game was built from scratch - the bulk of the work was done in the development of PS2. Also, I am a retard and can't format a fucking forum post properly. Sorry.... :(
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Experimental Branch: 0.45 Discussion
horrorview replied to SmashT's topic in PC Experimental Updates
Loot was actually in trains for awhile, now. Also in little sheds and other wonky places. This latest update's completely undone all the good of the previous one. I was having excellent performance across the board prior to today. Now I run twenty feet, bounce back, run another twenty feet, bounce back, all to a relentless chorus of zombie screams, soda cans opening, and jingling ammo.