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Everything posted by gorvi
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I understand that. The problem is that it might not be applicable to this situation unless altered to work with Enfusion. Unreal uses a lot of tricks in order to represent a logical experience while RV/Enfusion relies on a fully physical interaction between player and environment. What you are seeing on your screen is whats actually happening within the game world and what other players are seeing.
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You have to remember that the RV/Enfusion engines uses the same skeleton for both 1st person and 3rd person. Any action represented within 1st person physically affects the players entire body in the game world.
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Server issues or DDOS attacks. Best you can do is ignore it and report double posts.
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In the future, internet archeologists are baffled while trying to decipher this cryptic language. Some even were driven mad as its true meaning was left unsolved.
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While I'm not sure about actually free climbing trees. It would be nice to see some sort of hunters nest which players may either build or deploy.
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I assume this is regarding glitches while bullet penetration will still be a mechanic?
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It doesn't end there. Since there will be loud speakers/megaphones in the game another possibility will be an alarm which might have the chance of attracting nearby infected.
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Guard infected would be pretty cool as well. Something along the lines of a trap being triggered which releases caged infected into the base. Incendiary traps would be nice too. Something which torches your base if an invading player triggers it.
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I know the feature was already postponed until after release, but other than traps and other deterrents, Animal companions would make a great addition to player bases. Not only for protection, but for farming and such as well.
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This is the issue I see as well. It could partially work if there was some sort of attempt at quarantining. Military forces tried to erect a fence starting from the main roads before they were overrun so it only extends so far. The other spots could be some sort of natural barrier, biohazard zones, etc.
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Will there be some sort of system which virtually tracts their movements and life cycles? They would remain despawned from the map until a player comes into range at which point they will spawn physically into the world and continue to follow their life cycle and normal PvE behavior. As soon as no players are within range they would be despawned again and tracked by a virtual system. I wonder if it could also be part of their migration cycles. In example. Theres a lot of cities to the west of Chernarus which are inaccessible to the player. It would be safe to assume most would migrate from west to east seeing that infected are drawn to light and the sun rises in the east. Once "in" South Zagoria, infected will begin to randomly travel until they stumble upon cities, light sources, herds, or noises such as generators where they start to settle and gather. This could also be subject to cites which haven't been visited by player for a long time. The tracking system would know if player proximity to a city is less then 24 hours, and if the number of current infected under certain amount it would virtually spawn more infected. This would allow for a more natural feel to the infected. You could leave an area and then return to find the same infected as before rather than a bunch of random spawns.
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Natural barriers does seem like the natural solution.
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I would like to see this as well, but combined with natural barriers, man made ones such as fences, infected migration, and possible additional AI spawns the closer players get to the boarder.
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I agree with this. I would expect wildlife to be more in the quiet areas of the map which makes the boarders such a good spot to begin with. Otherwise, the majority of AI encountered there would be infected with the wildlife being quite rare like they normally should be. This makes sense from a immersive standpoint as well if infected are migrating to South Zagoria from the north and west. I know wildlife is to have their own life cycles and migration patterns which means they could follow the same migration as the infected. Infected are pushing wildlife out from central Chernarus and driving them toward the coast.
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What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
Yes. This is the idea behind natural or biological barriers. The infected having increased spawns and/or their life cycles begin there will deter players from wanting to hang around the very edge of the map when most gameplay should be focused away from it. This is the whole idea. To stop players from exploiting the map boarder either by pinning players against an arbitrary game mechanic such as invisible walls or by camping near the boarder. A never ending stream of infected coming in from the rest of the region coupled with predators, biohazards, and naturally blocking terrain would make a great way to counter this. -
What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
The AI doesn't have to cross the edge of the map. Just spawn in the woods which boarder it. Using AI to the players advantage, assuming your not glitching, should always be encouraged within DayZ -
What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
I dont need an actual wall or anything. Rather, I would like to see some sort of game mechanic or gameplay which deters players from venturing that far to the maps edge. Increasing infected or predator spawns coupled with natural or biological barriers would be a great way to achieve this. -
What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
I'm aware of this. I'm not talking about expanding the map, rather making the North and West edges very thick with trees and using other natural barriers such as cliffs and stuff -
Will anything like tripping and stumbling be involved within DayZ? A player dashing through fields and forests subject to a bit more risk would be a great way to insure users don't get careless. Minor injuries or increased damage to footwear, clothes and possibly items could be some of the penalties for haphazardly disregarding the environment and your surroundings. Other environmental hazards like poison ivy, thorny bushes, and heavy brush could offer both tactics and deterrents from users blindly sprinting through the landscape.
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We are not talking about how it was during the testing phase. This would happen over a long period of time and would be affected by other factors such as terrain, temperature, and dampness.
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What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
Regarding fresh infected spawns, I wonder if it could be part of their migration cycles. In example. Theres a lot of cities to the west of Chernarus which are inaccessible to the player. It would be safe to assume most would migrate from west to east seeing that infected are drawn to light and the sun rise in the east. Once in Chernarus, infected will begin to randomly travel until they stumble upon cities, light sources, herds, or noises such as generators where they start to settle and gather. This could also be subject to cites which haven't been visited by a player for a long time. The tracking system would know if player proximity to a city is less then 24 hours, and if the number of current infected under certain amount it would virtually spawn more infected. One issue some players have with the map is how the North and West boarders are going to work. I think it would be a good idea to have it filled in with very thick woods instead of some sort of invisible wall. The deeper the player gets, the more fresh infected or predator animals are spawned which are programmed to automatically target the player(s) until they return to the map.