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Survivor Gamez VI Discussion Thread [SPOILERS]
iBane replied to tux (DayZ)'s topic in General Discussion
SG is an excellent showcase of how questionable the foundation of this game is. They say no publicity is bad publicity, but SG pushes that rule to the limit for SA. -
Nothing confirmed. No changelog yet...however: Brian Hicks@Hicks_206 Experimental update this weekend is aimed to have respawning loot, and basic persistence. Will be doing another on Mon/Tues.
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From twitter 4 hour downtime expected: Eugen Harton @eugenharton 45mExperimental servers going down, Update Incoming, ETA 4 hours from posting
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Basically yes, that's it. It does depend on the mouse and software (and probably OS as well...I've not used Win 8 for example).
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
iBane replied to SmashT's topic in General Discussion
Think of them as prototype 1.0 zombies if you like that better than "placeholder". The new studio BI acquired is working on prototype 2.0 with improved pathfinding, improved collision, physics/ragdoll, and I'm sure many other things. The current zombies are not really W.I.P. because (from my reading of developer comments anyway) they are not working to tweak or improve them. They are building a new prototype (2.0) basically from scratch and will completely replace the current zombies (prototype 1.0). -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
iBane replied to SmashT's topic in General Discussion
The place holders can be used to test gameplay components such as AI coding, clipping, pathfinding, ragdoll, physics etc., even though they are not the final version. The zombies aren't just one thing. They are a combination of many different systems and thousands of lines of code. Further more they may have tweaked the zeds for nothing related to any of this, but to test other connected systems like the new network messaging system. Or as Orlok said their behavior changed unexpectedly due to something else they changed. The point is that there are many plausible and reasonable explanations for why placeholder zombies change patch-to-patch. To say they intentionally did it, but for no good reason at all (your assertion) is not reasonable or plausible. So put your big boy pants on or go play something else for a while. -
Your mouse vendor's software should allow you to ignore Windows settings. The exact option type and description depends on the mouse you have, but if it's any kind of gaming mouse you can do this.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
iBane replied to SmashT's topic in General Discussion
They are test zombies they can and are being used to test out different and new things even though they are placeholders. You might want to consider waiting to play until full release because the development process is hindering you from getting the gameplay experience you want. -
There's your problem. "Windows Mouse Sensitivity." Disable any Windows control over your mouse. Use only the mouse vendor software and in-game settings.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
iBane replied to SmashT's topic in General Discussion
Definitive statement about zombies as they are currently configured: "There is no point in us balancing the zombies as nearly everything about them is placeholder, specifically: New AI pathfinding due, first iteration starts being tested in next few weeksNew Zombie Behavior, allowing much more emphasis on player stealthNew collision system for AI objects" - Dean Hall http://www.reddit.com/r/dayz/comments/23y4ko/so_many_people_complaining_about_zombies/ch1paw0?context=1 /thread edit: fixed bullets -
Few, if any of these, are "small" fixes in terms of effort. They are, however, small in terms of their degree of impact on actual game play. (You've admitted this in the title of your post.) These are optimizations, tweaks, and bug fixes for secondary and tertiary game components. Early Alpha is about getting primary components in place and functioning properly. If this was beta or full release you'd be right to elevate them for attention, however this is early Alpha.
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lollll this community.
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Good post. One correction. The pic you have for the CZ is incorrect. That is a pic of CZ's SP-01. The in game CZ is a reproduction of the CZ 75:
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Same for me, but I just got the "energized" message right before I logged off and I remember there being a delay (of a few minutes at most) before I'd see the "Healing" or "Healthy" status appear. So I was assuming I just hadn't waited long enough.
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IMO it depends on the designed purpose of the mechanic. If it's supposed to bring "realism" to combat (things get damaged in combat) then I'd say it's overdone currently. Five 9mm rounds through a jacket won't ruin it...they will ruin the guy wearing it, but not the jacket. The jacket can still be worn, provide warmth, protection, and could easily be mended/patched. The permanent consequence would probably just be blood stains...and even these if addressed quickly and in the right manner could be dealt with. So I think the current system fails the "realism" test. If the mechanic is over-done intentionally (items are purposely ruined from unrealistic amounts or types of damage) as a way to add "significant consequences" to combat/KOS, then I'd say it fails to do so at this time. PVP is rampant in the game and has been since day one. Hyper item damage has done nothing to discourage this. If the survival aspects of the game change (i.e. clothing quality & type become critical due to weather, temperature, etc.) and the scarcity of good clothing is increased then maybe the hyper-damage mechanic would do something to discourage completely senseless combat/KOS (which I believe Rocket mentioned in one of the very early video dev blogs). I really doubt it though. Players with the survivor mentality will be concerned about preparing for inclement weather and the like, but these folks aren't typically running around KOS'ing or just looking for a fight. Players who are primarily focused on the PVP aspects of the game learn not to get attached to their gear (or anyone else's) and typically could care less whether combat ruins the other guy's pants...so the mechanic will be ignored by them. So, in the end, I can't find a real justification for the system as it currently works. It's not realistic and it doesn't really impact the PVP aspect of the game by adding "consequences." Maybe there is another reason the system is setup this way that I haven't thought of. I agree with the OP. There isn't much justification for the current system and it detracts from gameplay.