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Auklin

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Everything posted by Auklin

  1. I'll try to make this short and sweet. Seeing as barricading is starting to make it's way into the game, should it be implemented a certain way? In Rust, when you build a base, and you leave the server, your base stays. (That is all you need to know) Problems: - You can't defend your base when you are offline - People with lots of time will stay up till 5am, wait for you to go offline and raid you - Does not 'feel' fair, as if you were online, you would have been able to defend yourself. - Not realistic - Requires an incredibly high time commitment to get anything done/make substantial progress. In Dayz, I can imagine for the first little while (and I actually prefer this), barricading and 'base building' will be done by re-purposing old houses and buildings, rather than building your own. If the game keeps going down the path Dean wants it to, you are going to have your farm/agriculture outside, possibly a gated area for animals, a dog, barbed wire around your property etc. Then you stop playing for the night, come on next evening, and all of your stuff is gone because somebody had the time to take it all while you were offline, that definitely doesn't feel fair. Traps only go so far, because players with a lot of time can just keep dying and coming back, eventually, they will get what they want. Possible ways to fix this: - An absolute way to fix this would be for the server to declare your property (you have x amount of persistent containers and barricades around a building, therefore, you are tied to this building). When you log off, after, maybe ~20 minutes, all the stuff logs off with you. People are told they cannot build/ place persistent objects around this building because it is claimed, and it just spawns regular items on the loot table. Sounds extreme, I know, but it is an absolute fix that ensures people who simply have lot's of time don't stomp on people who want to play semi-casually (couple hours each day or less). - An AI that takes over your character and defends your building. This would likely be difficult to implement, and difficult to implement properly. having the AI stay inside the house, take cover and be a challenge for other survivors would be difficult to code. Still the unfair factor, as you may feel you would have been able to defend your base better. - Absolute barricading. You can assume what this means, the problem is that you would be immune to raiding even while you were online, unless barricaded items are only breakable when you are online. However, if people take over a military location, then the server just lost a high loot spawning location to some player that may never come online again. - Any other ideas? Good ideas? Bad Ideas? Should people just accept that they need to play this game 20 hours a day to maintain their progress? Should we accept it as the nature of the game? Or is it unfair/ bad design that should be addressed rather than accepted?
  2. Auklin

    Discussion: Barricading and Raiding

    - slow clap - Great, so the forum is full of simple-minded dolts too, and here I thought it was just reddit. Well, fuck this shit, I'm out.
  3. Auklin

    Discussion: Barricading and Raiding

    I should clarify, only because I sensed a bit of judgement in that reply. That this is exactly how I operate in these types of games. In Rust, I have multiple small hidden outposts around the map that I spread my gear across, If one get's found, not a problem. In DayZ, I have multiple tents on multiple servers. However, the point is partially lost. I'm glad you liked the AI concept, but that's all it is, a concept. I don't have a stone-set idea of how it would work nor how it would be implemented. And by 'hard to code' I mean it would be hard to code it in a way that people would be satisfied with it. You are right, finding out that your home has been raided and your AI didn't defend it well enough would suck, but it's better than being killed while you were asleep. To your 'simulation' point, I agree. But in a simulation, waking up to find all of your stuff was taken without you having any involvement (not playing) would not add to a simulation experience unless it happened under your watch. The 'claimed loot concept' would add to that, because only while you were in the simulation, could things happen, so you would always be there to experience it. The AI would detract from a simulation experience, but it would be better than nothing at all. Assuming the game will eventually take from Rust where we don't disappear when we log off. The problem still being that those with enough time on their hands can make progress, but good points nonetheless. If you have the materials, you can better protect yourself and your gear. But having massive walls and fortresses does not seem to the direction Dean is trying to go, he seems to more-so be leaning towards a minimalist approach to survival, so I'm trying to discuss how these things would work without needing to rebuild a maximum security penitentiary, haha.
  4. I fixed this for my brother's friend the other night. Apparently they have been posting it on forums and other people have had the same problem, saying it was the game's fault (which it may very well be part of it) I'm being a good Samaritan and posting the fix. The Problem: When playing DayZ SA, you are able to play the game normally for a couple minutes until it freezes up on you (either in the title screen or in the actual game) and makes you need to restart the game. While it is frozen, you are able to move around in game and hear the audio of you doing so. You can hear your footsteps, hear other people etc. But you are stuck on a single frame. The Fix: We tried many things, it was only until I asked him how much RAM he had did I know what the problem was. He had 2GB of 1300mhz RAM. (right click on My Computer, click properties, look under Memory). I tried editing many differrent settings in game, like trying to limit the game to 1gb of RAM, but it was no good. Eventually, I just gave him one of my 4gb sticks of 1866 RAM and POOF, the problem completely went away. Long story short, either get more RAM, or frantically search for another fix. If you have plenty of RAM, well than I suppose this isn't going to work for you. See ya in Chernarus
  5. let's see some character fluidity in terms of animations and movement soon.
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