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Everything posted by gorvi
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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. -
What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
My main question is regarding how infected are going to operate. Will there be some sort of system which virtually tracts their movements and life cycles? At this time they would be despawned from the map until a player comes into range. Once the infected are within range they will spawn physically into the world and continue to follow their life cycle and normal PvE behavior until no players are within range at which point they would be despawned again. 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. -
Sadly. I dont think it will. There are many people out there who make it their life mission to cause discord within the DayZ community. Coupled with poor management of public venues of information, there is going to be a lot of disposition which will be very tough to overturn. BI doesn't just need to release 0.63. They need to make a huge splash and re-establish their presence within the gaming community to remind people of their innovation and vision in a big bad way.
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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
I never realized how much DayZ needs beehives and collectable honey until now. -
Random tripping could be if your character has a broken leg, is sick, or is drunk/high.
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Let’s talk about the night-time, shall we?
gorvi replied to Kirov (DayZ)'s topic in General Discussion
Which is why this needs to be a feature. -
Who really cares if it takes a few extra months. We've waited this long and I'd sooner have a well polished and fleshed out game rather than rushing it. Any extra time will be to make sure they deliver the experience DayZ and its fans deserve.
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I'm on the same page, so it sounds like both you and I can just sit around all day agreeing with each other. Different shoes/boots should effect gameplay more than aesthetic or a knife slot. Quite frankly, most boots should be able to conceal a knife Sneakers should be able to "sneak" more reliably than a heavy soled work boot, but is more vulnerable to environmental factors such as wetness and damage from different terrain.
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The problem with doing this is that it would take away resources currently being used to develop the game. Just as much as devs constantly answering questions while on the company dime also takes away from time worked on DayZ. There needs to be a balance between what aspects of development are focused on such as community involvement and how it will help benefit the game and the company. Its nice and all that devs give us status reports, but at this point I'm wondering if it is even worth it when they are being either ignored or used as a point of attack against the team and BI.
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Before people freak out about "too real". I assume these are risks which accumulate over hours of playtime depending upon the situation the character is currently in. In example, crouching and moving will very slowly decrease the condition of a players shoes with the risk of ruining them faster when at a damaged state. On that topic, this is something why I would love to see shoe's and boots have laces as an attachment. Not only for the chance of laces snapping, but the possibility to use laces as cording which is a very important survival tactic.
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Except this can take away from development or a devs personal life. Brian spent many hours of his own time explaining stuff to users just to get dragged through the mud or outright ignored. Concerns are always valid and personally I would like to see devs chime in and talk about some sort of advanced medical system. Something like what is offered within Project Zomboid. This may not be a top priority at the moment though. Sometimes patience is a virtue.
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Most other games do work on a somewhat open-ended timeframe and spend a majority of their development behind closed doors which can take upward to a decade. The only difference between them and other early access games is that users now get to see what is happening from a development standpoint. Its also one of the rare times where development can be frustrating for both developers and users. With other titles, users are usually never aware of the game until its nearing a release candidate, the fatigue which comes with long development cycles, or problems which can set the game back. Even some of the more popular titles can see delays for months, if not years. I agree that some of the magic has died down, but most users have done what was recommended and took a break until they can return to a fresh experience. Your idea of what game development can mean is a little skewed. BI is not a small development team constantly under the gun from a larger publisher like the very competitive working environment of companies like EA. BI currently views DayZ as an investment they are willing to gamble on and offer their full backing. Rest assured, it will be one of the few platforms out there which offers a fully supported modding toolset that can operate within a MMO type environment. This not only allows devs to give us the game which was originally envisioned, but modders the ability to create their own play styles or make entirely new games. This is the strength behind DayZ and Enfusion. To tell your stories.