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DaiReaver
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Yeah you have a good point about the smell :) Thought it would be amusing.. though with what you just said.. it gave me another idea.. also comical. Perhaps it's sweet smells they are attracted too, since they dont attack each other with their foul smells... So... Throw a bottle of perfume at a zombie.. then other nearby zombies smell him thinking he's a survivor and attack and eat him, giving you the chance to quickly nip past undetected ;)
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xZee:- "One thing I would like to see would be tents with easy placement. I understand it is easier now but not as easy as placing a tent really is. I would like to see it as open for placing as a fire pit is. " @xZee If you think placing a tent is actually easy in real life you never saw me trying to pitch mine at download a few years ago :D
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Rocket, just some thoughts on movement tweaking and possible addition of smell in the future :) .. in this post: http://www.dayzmod.com/forum/showthread.php?tid=16923
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Infected Detection behavior is not as intended
DaiReaver replied to rocket's topic in DayZ Mod General Discussion
Rocket, i have proposed some suggestions for adjusting movement to be more representative of real life stealth and movement in another thread in the suggestions forum. Might be worth a look.. also a brief design for implementing a concept of smell ;) Might make you laugh.. :) Edit: .. of course the link might have helped: http://www.dayzmod.com/forum/showthread.php?tid=16923 :) -
Hi Rocket, Firstly i must say I'm thoroughly enjoying the game your putting together, quite frankly for a game at alpha it's very playable and entertaining. Your doing a great job. Secondly, i have had a few thoughts on movement and the awareness sensors that are used to define when a zed spots you. Insight: The reason for these thoughts is based on how people would be stealthy and avoid people in real life, we wouldn't just crawl everywhere as it is actually more noisy due to the friction and take a lot of physical effort. Generally we adopt a stealthy crouch to move around but we are more visible and there's the tradeoff... so... I'll use the following legend: Highspeed(HS), Lowspeed(LS) note: would be cool if we had 2 speeds for crawling too(if possible) Crawling(LS) : Visibility (0) Sound (1-2 ) Crawling(HS) : Visibility (1) Sound (4-5 ) Crouched(LS) : Visibility (2) Sound (0) (due to us carefully placing our feet, i.e. no sound, or very little) Crouched(HS) : Visibility (4) Sound (2-3 ) Upright(LS) : Visibility (5) Sound (3 ) Upright(HS) : Visibility (6) Sound (6 ) What i believe this would do is create the following scenario: Approach to town: Crawling to avoid being seen, quickly to make ground, then slowly to avoid being heard. Edge of town: Rise up into a crouch to stealthily walk around, checking corners properly to ensure a zed isn't looking our way, In town: It would force people to not just casually crawl past zeds without caring, they wait to ensure zeds are not looking before moving... cover to cover. They can always lay down while a zed passes, then once passed they can rise into a crouch again and walk off. (This will also fix the problem of going through some doors where it forces you to stand.. we could safely crouch walk into those wooden houses without every zed in the area hearing and coming for us.) So the main prinicple being:- - When you crawl you are less visible but make more rustling noise due to things in our pockets rattling around and the friction between us and the ground and the friction of the clothes over our skin due to the way we move. - When you crouch, you have much more control over where you put your feet and how softly etc.. but naturally we're a bit more visible, if we rush however our feet stamp harder and cause more noise. - When your upright, we do have more control of our feet, but still place them a little heavily due to not having our knees bent for control, but of course we are very visible. When we run naturally anything in our pockets moves a lot and our feet stamp much harder. So thought that may add more tactical thinking behind manouvering. I haven't taken into account modifiers for strafing etc.. but they are slight increases and decreases from base values anyway. Another concept on awareness: (this one may make you laugh..) Smell: We're all running around, crawling around and getting ourselves all sweaty and nasty all the time, don't zed's have a sence of smell? Well there's loads of fountains and little ponds etc... Surely we could wash that grime off our bodies... afterall.... If zed's could smell, surely the worse we smell the more they would be attracted to the scent of our flesh? So you could always have a radius where our smell comes into play.. and the less you wash, the more appealing you are to the zed's .. It'd make us go into those ponds and wash ourselves.. which will in turn lead to our temperature dropping if we spend too long.. so we'd need to heat ourselves up again without getting too stinky.. :) There would have to naturally be a careful balance of smell and temperature on that one.. But food for thought. :) For everyone: Not everyone will agree with these proposals, so all i would ask is that if any of you don't agree, could you suggest any modifications to this concept? or constructive critisizm? Cheers. Edit: Oh.. a word on line of sight. At the moment we still keep getting spotted through walls.. even when i've been sat looking through my bag i was spotted through a wall as a zed went past. It couldn't have heard me.. i suppose one possibility could have been it saw through a window.. So 2 solutions: (1) If you can detect when we're inside, drop our visibility no matter the pose right down to 0, with zombies inside being the exception.. they can just see us. (2) allow us to open our bags and check gear while prone. Not sure if either are feasible, but just thoughts.. I did notice our visibility dropping when in buildings already, might just need a little tweaking. P.S. If you like the ideas rocket, i can put them in as feature requests for you, just let me know.