

LaughingJack (DayZ)
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Everything posted by LaughingJack (DayZ)
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I'll try to explain my point of view on this topic as simple as possible: Everything that you don't have in real life, should have no place in the UI (Well the hotbar system has to be there (or some kind of) to make it playable). When you go out with your friends, do you see a green arrow above their heads through buildings and trees with a distance? Well, maybe if there are some kind of google glasses. Working. And a working satellite....hm....still wont work out ;)
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While you are right that this is a bug that the majority of the community (including me ;)) wants to be gone asap, we may have to live with it for some time. Look at my signature, read it and think about it for a minute. Yes, this bug (and some others) are annoying, and they will be fixed sooner or later - but they are not the main focus of the devs (no bug is, unless it's really gamebreaking), because developing of the core mechanics is it in the Alpha, but I'm sure if they have the resources they will focus on bugs also in the Alpha :) Yes. Just yes ;) As a programmer, I want to say from the bottom of my heart: You are a tool.
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Mh, i`d love to see different kind of attacks from Zs in the future...like normal punching and leaping towards you, as it already exists, extended by biting, a tackle attack that has a chance to knock you down, a grab (maybe different outcomes, depending on where it grabbed you, when ragdolls are in...) followed by biting...ah, let me dream ;)
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Oh, cmon...it was such a nice discussion here for most of the time, no need to start flaming just because of different opinions and misunderstandings. Yes, Zs are bugged. But yes, respawning is fine for some, eben if they are bugged. Edit:god, i hate typing on my mobile -.-
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@windowlicker: Yeah switched to stable from exp to look how the update on stable would differ from the one on exp...bad move ;) On exp the # of zeds was smaller from what i've seen... @Fry: Very interesting ;) When the hotfix works i'll try out some things to see how far I can play with the Zeds ;)
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latest patch observations
LaughingJack (DayZ) replied to pacific_coast's topic in General Discussion
Afaik that's not correct. Zeds spawn at server start, if you shoot one, others get attracted and the dead ones only respawn (already aggroed by you if you shot them and didn't kill them silent). Just wanted to explain it, for people who read it and didn't knew about it :) "they hit my chest in hardcore, cause a bleed but no damage to shirt or vest or items therin" - that's a bug (and if I remember correctly this didn't happen in exp o.O) -
Now that looting towns is so "risky" due to the Zed threat..
LaughingJack (DayZ) replied to Irish.'s topic in General Discussion
I wasn't hating on you, just making an assumption what could happen ;) -
latest patch observations
LaughingJack (DayZ) replied to pacific_coast's topic in General Discussion
Afaik it is...at least I read something about that from Hicks on reddit or twitter "same caliber same damage"...maybe a bug? -
Now that looting towns is so "risky" due to the Zed threat..
LaughingJack (DayZ) replied to Irish.'s topic in General Discussion
Really irish? A thread about promoting KoS as the way to get gear and you make fun about someone that gears up on low pop servers?^^ Apart from that: Well....so if anybody does that now all you will get are ruined shirts, jeans and flashlights....because sooner or later everybody died once and spawned at the coast and goes for KoS to get loot and....yeah...no on has loot, because nobody was looting ;) -
From exp before the patch: It's better (animations are sweet, hits should be detected better...should)...BUT: The new animations made some weapons now completely useless (Crowbar e.g.) because the range is absurd close, it's like you are swinging it with your mouth, because...well...i tried it out like that: Sneaked up to a Z from behind. Tried to hit it with the crowbar (20 times) - only misses. Punched it - Hit. You can only hit them, when they attack you, since they seem to come closer to you as it would be possible for you. So, yeah, it's far from finished, but I like the way it goes (like baseball bat swinging...finally you handle that thing the way it should be used ;))
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Thanks a bunch for testing out and sharing the results, highly appreciated :) *throws beans at you* (as soon as physics work ;)) Plans for the other test (you know: the 2 player thing: one hoots at one end of the city, while the other one comes from the other end and loots the now Z-free part) ? Would test it myself but I just can't join a server bugwise...
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np. And...you were not the only one... -.- Fun fact: You can block with it (melee and bullets) - if the atrtack hits your weapon the weapon will get damaged but not you (at least on internal. Haven't tried if it was applied to exp/stable)
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It was answered somewhere here by a DayZ staff member....the "known issue" is only that you don't get the melee weapon not in "ready" stance when you left click (like it happens when you have a gun in passive stance/lowered). That you have to get it in "ready" stance before hitting IS intentional - melee weapons are treated the same way as guns with that change.
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iBane, even if you were made by Apple, you are one of the good ones here *throws beans at you* I wrote this like 10 times now, but one last time, I'll try to explain... 1) People became really annoying because "ERMAHGERD NO NU PATCH FOR A MONTH NAU!" 2) The patches build up. You can't skip a version and just take the next one - combine this 2. 3) Zombie respawning is NOT broken in the eyes of the devs, it works as intended: If you kill a Z, a new one spawns. If you shoot one, the others who hear that get aggroed and the shot one spawns already aggroed. It's a raw prototype, not more. Sure it IS broken from a players perspective: Endless stream of Zs that spawn out of thin air right next to a player. But remember: You are not a player. You are a Tester. So your feedback is precious for the devs, but asking why the broken zombie spawn was implemented is...well...not correct, since it was not broken. It needs optimization, broken would mean, that you get a disconnect when a Z respawns. Or a CTD. Something really gamebreaking. 4) look at iBanes post, that i quoted. I hope that words from rocket calm you down ;) Hm....good post, but allow me to clear some things up: Zombie pathfinding is part of the Z AI (since it is not really a "path finding" problem, more an AI problem since Zs don't "see" walls/fences etc.). The Zombie AI is worked on, but the first raw prototype of Z respawning was finished and ready to be tested by the users. So...remember it's an alpha...for sure the finished thing is pushed out, to get feedback and gather informations and see if everything works out. If Z AI is pushed in the same thing will happen, maybe while, just to say anything, the melee is still broken. Not noise makes a Z spawn. Zs just REspawn. So killing a Z -> he respawns and not: Making noise while killing a Z: A new one spawns. About the pile suggestion: That was mentioned (in a slightly different way) and Hicks answered it (i think) like that: Nice idea, but that would lead to the "bubble spawning" effect of the mod and also be an issue for server performance. Do that. You will miss DayZ soon enough and come back....as it always happens ;) I wait here for you, for some more discussions ;) Edit: Hard to tell. Could be both, have seen people say the similar things so it might eb a dayZ being glitchy thing ;) Good question, since I understood it by now, that the core (respawning Zs) of the respawning system will stay the same, it just will be changed and improved. Maybe rocket means that, since everything will be revisited and changed...so yeah, a placeholder in the meaning of it will absolutely not stay like this... And I'm not sure that the Zs caused the server lag...but I really don't know it.
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Ok seriously whats with the string of recent small patches? [Experimental]
LaughingJack (DayZ) replied to Slyguy65's topic in General Discussion
Well because that were backend patches, which do not get a changelog. These patches are either ones to gather data for the dev team or hotfixes where they are not sure if they will work as planned. e.g. about the patch yesterday: and the other one: That was the patch for stable. Slyguy asked about the exp patches ;) Not this time ;) Edit: Damn, windowlicker ninja'd me :beans: -
You're welcome :) And do me a favor and tell me the outcome of the experiment :)
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Again, only a guess: Yes. Depends on the town (you can't pull that off in cherno I think ;) but for small towns this amy work. So two guys with a little bit ammo can actually loot a town: one at every end of it, one shoots and benny hills' the Zs, the other one loots. BUT: On experimental there was a bug (or maybe intended for the meantime?) that only 4 or 5 Zs would follow you at once. As soona s you attracted another one, it would lose aggro and kept standing where it was. I tell ya something: I also only hope that I am right ;) But I am pretty sure that we will see in some months pretty good Zs....I mean with that: Resonable spawning (which was already talked about, so I'm pretty sure it will come)Better AI (includes Collision detection / making zs "see" walls/fences etc.)Better melee (collision detection synchronized....so when you hit a Z on your screen the Z is hit. If a Z doesn't hit you on your screen it didn't hit you) Oh C'MON Rick. Everytime get a little bit hope from your posts for you (the last 2 ones before that were not that bad) you come up again with a useless one. Again: Not part of the topic of this thread. No need to throw out hate again. And I said myself already that the patch was messed up (in an appropraite thread...) for some (a lot? don't know any numbers tbh.) players, and adressed the "Zombie spawn out of thin air" thing like 10 times. Do you REALLY want me to go over it again? And "worse" zombie AI? I mean it's far from "good" but it hasn't become worse with that patch as far as i can tell...
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Thank you for this useless comment that really brought nothing to this discussion. Scroll a little bit up Rick, and read the post from me about the 2 mindsets of people in this forum And now tell me, in which one do you belong? I don't want to attack you, but for me you are the prime example for the "talker - spoiled brat" type. Or you are a troll. In that case, a bad one. And there is an "edit" button. No need for doubleposts.
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Afaik the amount of Zs always stays the same - i may be wrong on this one, but as far as I can guess, the absolute number of Zs doesn't grow or get's smaller, since they only respawn after getting killed. It may look like an endless stream of Zs because...well: You shoot Z1 Z2, Z3 and Z4 are aggroed by that noise and start walking towards you, Z2 and Z3 are already closer, so you see them first. Z1 respawns already aggroed and starts making his way towards you. Z2 and Z3 are shot, Z4 reaches you now, Z1 come sinto your sight, Z2 and Z3 respawn.....etc. etc. So and endless stream of Zs while there are only 4 ;)
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Sry, didn't mean to step on your toes, just thought it's better to write these things, because they might clarify some areas before they come up. I did actually not put you in the "spoiled brat is whining" category (and didn't wanted you to think so), and I respect that this topic is not about complaining but a discussion. I was just a little bit startled by the line "More zombies = good but surely it can be better implemented than this?". So sry again for not respecting the thread as one of the few actually not tiresome ones. Like mullraugh said: This will be the final(?) step for the "reasonable respawn mechanic". But I don't know if it will not lead again to a similar issue like the mod had with its bubble-spawn-system (you could tell if a player was int own if there were Zs around). So if this is implemented that way and you come close to a town and see Zs standing outside of it (because they respawned but didn't hear the player in town by now) you could tell again if somebody is there...
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The problem is, Zs don't "see" other non-physical objects at the moment. (fences/walls) - everything that is not part of the ground...at least that was the way it was, maybe some objects can already be recognized by them. That's the reason for the Zombie wall glitch and for your problem and it is part of the Zombie AI (which is WiP/will change dramatically as it has been announced). So...yeah, don't trust walls to block you from being seen by a Z. If you want a ingame explanaition...hm... they smell you ;)
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I wish I could give you more than 1 can of beans for that post^^
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I know, sry...it's just far easier to copy-paste that, instead of explaining it all the time with new words...and people tend to not know it, so i thought, maybe if I answer enough people with it....ah, you know... Thanks for the input, I think I'll put it in my signature...
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*Thread, not forum. And not one but 5. And all on page 1 of this sub where debates about Zombie respawning and harder Zs is going on. Just wanted to let you know, maybe you find some ideas there for another thread.
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Because http://forums.dayzgame.com/index.php?/topic/180825-it-has-happened/ we http://forums.dayzgame.com/index.php?/topic/180837-zombies-need-to-get-worse-before-they-get-better-read/ really http://forums.dayzgame.com/index.php?/topic/180994-zombie-spawning/ needed http://forums.dayzgame.com/index.php?/topic/180998-the-new-update-is-amazing/ another http://forums.dayzgame.com/index.php?/topic/180939-patch-42116181/ thread. Edit: To clarify: In all these threads (and all of them are on page 1 of GD) the same discussion is going on...zombies too hard, zombies respawn.
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