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Everything posted by Rufert
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I dont understand why there is no AUTO RUN KEY!!!
Rufert replied to Bohannan (DayZ)'s topic in Suggestions
I don't really understand the hate for this, it's just a suggestion to help ease physical discomfort. And still 80% of the time, I probably won't be using it, but for that last 20% where I'm just running in a straight line while looking around with ALT while I look around with my head. The argument that this would detract from the realism and play the game for you is odd, there's already a reload button that reloads your gun for you without further input, a far more physically complicated process than walking that is fully automated. Perhaps hardcore servers will have some sort of reload quicktime event or surgeon simulator style controls when you reload, because you know, we can't have the game playing itself for you. Honestly though, I don't see the problem in adding this, It's a simple toggle, and currently people are using odd scripts or jamming crap into their keyboards to get the same effect. It's pointless, and it creates physical discomfort. -
Well since items don't spawn when players are near this would never work. Beyond that it's a weird pointless contrived mechanic.
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I suggested this, have items degrade slowly if left in there for too long, when the last item is destroyed, the stash disappears That should keep some of the load off the server.
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There are loads of factors the game can't account for, you could be screaming obscenities at people in their face in the voice chat, wanting them to shoot you, and they'd be the ones punished if you did. If they didn't you could just follow them around being a cunt until they shot you.
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Too easily abused, sorry son.
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No you weren't.
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Body yes, head no.
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Sniping is sniping. Can't do much about that, nor should we. What we could do is add more zombies up on that hill outside electro when it becomes possible. A good sniper stays hidden, but he can't hide the sound his gun makes, and unless every zombie in sight has already been killed, he should be swarmed pretty fast.
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I imagine it with sound "Friendly...FRIENDLY!"
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I miss the inspect corpse option. Also I'd like to see zombies munching on corpses, so if you get downed by zombies, or shot near zombies, or just die for whatever reason with a zombie near your corpse. You'll get eaten. Your clothes will all be completely ruined, and most other solid items you have would need disinfecting. Save maybe anything inside a yellow carry case or ammo case. I've always found the zombies to be, potentially at least a very interesting tactical element to DayZ. You take a shot at someone, you'll get swarmed if zombies are near, so you'll have to think twice, and camping isn't as viable. You kill someone, don't get to the corpse fast enough or shoot the zombies eating it, and the gear will be ruined. Zombies can both keep you stationary, but unable to fire, or force you to fire/move. They'll home in on unseen snipers on a hillside that took shots at you. They add risks to your actions, and are a force of nature.
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Adaptive Artificial Intelligence for Zombies
Rufert replied to melancholymastermind's topic in Suggestions
I very much like the idea, but considering how wonky and limited arma is for AI especially melee AI, I don't really see how any advanced stuff would be possible without deserving the server. -
It'd be fairly simple. Items either have a positive noise value or a negative noise value. And there'd be three different levels of "noise" that'd be played in the world depending on where the sum of your gear fell.
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Ah. Well the way the zombie AI works has a bunch of limitations I think. Currently the path finding is calculated client side. And the faster they are the more noticeably spastic they'll appear to players with higher ping. The Zombies in their current state are a massive drain on the server I've read, and that's why there are so few. I can only assume, but adding faster ones would put even more strain on it, and personally I'd rather have two slower zombies, than one fast. If I can't get both.
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Perhaps your guy was hydrophobic? Attempted to make a small panicked island from all his shit as soon as he hit the water.
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I must confess I didn't know about backpacks floating off. But I assume which item you lose is determined by a random number which corresponds to an item slot, which then in turn is selected in the backpack. And since the pistol takes up four, it's more likely to be chosen. No clue why the rifle flew off though.
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To the graveyard!
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I know you're supposed to have a chance to drop items while in water. Not sure if the same goes for ejecting from vehicles or generally hitting the ground/water at high speed. Maybe a combination of the two made the system to loopy and have you shit out items at an increased frequency?
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Hello son welcome. I agree, although having zombies grapple you would be fairly difficult to do, I think it would add a lot. RPD has taken a lot of inspiration from the 28 days later type zombie, as you can see in one of the dev blogs where they record some motion capture. Thing is, the 28 days later zombies, were just really sick and rabid people, and would die just as much from a shot to the chest as a normal person, the main threat of them was that they were highly infectious. And if the forum is to be believed(I haven't found the statement confirming it) zombies in DayZ are just sick people, no actually living dead, and the survivors are immune to the disease. Some creepier less flaily animations for them, and perhaps a chance of a short slow from the attacks to simulate getting grabbed would be in order.
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I was thinking about that. Logically a stuffed backpack would make less sound than a half empty one with a bunch of shit rolling around inside it. Would depend on the items as well, a bunch of cans would make a lot of noise, but a lot of shirts wouldn't.
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This makes me really happy for some reason.
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Or just making the guy take a shot at you. And hope he misses.
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Reasoning there was that it'd be a mess, they'd generally not care about the stuff in the backpack, but would flail at it to get past it to the meat. And that'd soil it.