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finnpalm

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Everything posted by finnpalm

  1. My guess is that they increased the amount of hats spawned when they released them so players would have an easier time finding the different ones and check them out. I'm sure they will tweak it later so that we don't have to wade through an ocean of hats.
  2. finnpalm

    Poll: Are you happy with update news/management?

    Other. The information is clearly there, and while it's not hard to find it, it is a bit time consuming to search for it. I guess I should just bookmark all the relevant pages.
  3. I understand what you're saying about AI, but I think the more fundamental problem lies in the wall glitch. If that is fixed other bugs will be flushed along with it, or at least be easier to fix. It's like when you're writing code, and when compiling you get 8 errors. You fix one of them and the rest are gone. Of course, at other times you have one error and fix it and suddenly have 28 errors instead. But I think you get my point. For AI, I think that's something to look at closer later on. And about low walls outside of houses, infected aren't moving through them from what I have seen, but once they've located you and you move behind one of them, you can't shake them even if you move around a second corner before the infected sees you again, and they'll track you like a blood hound. Personally I prefer fewer but quicker and more dangerous infected over weaker, slower but more numerous any day. There must be a limit to it however. As of now I think they're going in the right direction.
  4. No thanks. Don't you think .357 is big enough?
  5. I don't think it's that easy. Pathing is connected as I understand it to the fact that they're making buildings that can be entered. Something in the code is wrong there and making previously closed buildings enterable messes things up. I might be wrong here, but this is how I understand the problem about pathing of the infected. So basically the pathing doesn't detect walls (simplified explanation) which is why the infected can see you in some cases where they shouldn't be able to. If this is a matter of fixing the code of the infected or the buildings I do not know. But assuming I'm correct, this is the reason for many of the problems connected to movement of the infected. Things such as them walking half submerged into the floor of houses, being able to see players through walls, items falling through the floor and such. This is also, if I'm correct, the reason for the wall glitch where you can "lean" through a wall and see what's on the other side, or who. And the reason you can glitch into rooms that don't have an entrance point. tl;dr I think many of the common glitches and bugs currently in the game (such as pathing and wall glitches) are connected to buildings previously being unenterable now being made enterable. I might be wrong, but this is how I understand the problem.
  6. In my dream version of DayZ the zombies are really, really tough and dangerous. But, they can be avoided through stealth or dealt with by tactical thinking. For example you lie in the woods outside a town and look for movement. You see a couple of zombies among the buildings and you know that means there might be more. You plan your entrance and retreat carefully, sneak into town using cover and soft surfaces to mask your approach. You sneak about trying to scavenge for supplies, but suddenly an infected spots you! Since you planned carefully you dash out a back door to escape it and race to shake the follower. You manage to dart into cover and the infected suddenly has lost track of you. It wanders about, searching in the area it last saw you, while you try to sneak around and away from it. And so on.. This would make for heart pounding action I think. And if the game could be made to allow for this kind of play, I'd love it.
  7. finnpalm

    Lets post some screen shots (Standalone)

    That indecisive rain..
  8. When it comes to community management the story of World of Tanks comes to mind. World of Tanks was originally budgeted for a market of 600 000 users, in Russia and neighbouring countries. Last year they passed the 60 million mark and hold the Guiness World Record of "most concurrent users on one server". The game grew bigger and faster than Wargaming.net could imagine, and needless to say their community management was chaos for a long while. They were a small studio and didn't know how to handle such a large player base, nor did they have the resources in manpower to do so. They tried to catch up by expanding with offices and community managers in different areas of the world to deal with the respective player bases (as different areas of the world needs to be managed differently). It took them quite a while to get there. I'm not sure how it is today, but I do remember the vast work they had to put into it. DayZ might have grown larger than Bohemia expected, and they might not have considered the different approach that is needed when it comes to managing a larger player base as opposed to a smaller one. Hopefully they realise they need to work on this before it gets even more out of hand. The sooner they realise this the less work will be needed to deal with it, and the less disgruntled players they will have. On a related note World of Tanks also had trouble getting their patches out in time for quite a while. They often missed deadlines and updates were delayed by weeks. Nowadays as I understand it they have quarter yearly patches.
  9. Or at least make a list of things they specifically want tested so that those of us that really want to help get an idea of what to do. Like for example if there are problems with spray painting the fire axe and they let us know that, those who want to help can focus on getting cans of spray paint and run around spray painting every fucking axe they can find. That would save us testers some time and energy.
  10. Just to clarify, they don't have a team working only on zombie pathfinding. They have a team brought in to work on the hunting system, which includes pathfinding for animals, and they will be looking at the zombies as well.
  11. Well, I understand that stealth is something that's being worked on already, and there have been suggestions about different "types" of infected with different characteristics here in the forums, so let's just hope they consider those suggestions. And pathfinding, well.. let's not
  12. I'm pretty sure he meant "die in-game". Not irl. Please, don't kill yourself. ;)
  13. When I get cornered in a house by infected I usually just get a table or something between me and them and Benny Hill around it and then dart out. Or I close the door after me when I enter.
  14. They don't respawn indefinitely.
  15. I think that when pathfinding is fixed, and if zombies are made to spawn out of sight, the respawning system is the only way to allow for large numbers of infected. People who ask for large numbers forget that it puts a strain on the server to keep track of large hordes if they all "exist" at the same time. While if they respawn you'd get the feeling of larger numbers, although there would only exist a few at a time. So I'll repeat what I've said about respawning out of sight again (because since pathfinding is already worked on that doesn't need to be adressed). Have the game track players' line of sight, and spawn the infected behind bushes, trees, buildings, walls and so on. If the player is in the middle of an open field with tall grass, have the infected spawn with a "standing up from prone" animation, as if they were lying around in the grass (which will allow the player to see the infected while it's standing itself up, and have a chance to put some distance between it and them if needed). Spawning behind a player like some games do should be avoided and might not be the best way to do it, since it can ruin immersion if you're turning fast and one second it's clear behind you and the next there's an infected there. Now if this is done, I don't care if the infected are fast, aggressive, strong and downright bloody dangerous. I want the game to be damn difficult, rather than a literal walk in the park.
  16. finnpalm

    Battlefield 3 vs DayZ dispersion

    True. But it has something to do with what has been suggested here about how to simulate factoring in aspects of aiming into the game.
  17. finnpalm

    Battlefield 3 vs DayZ dispersion

    Come to think of it.. How about actually having a key that you press and your toon takes a pinch of dust or grass from the ground and tosses it up and you have to actually figure out what direction the wind is blowing by looking at it? That would make it a great deal more hard core than arrows showing up on the screen (no offense meant), and more immersive as well.
  18. finnpalm

    Battlefield 3 vs DayZ dispersion

    However much I'd love for wind to be a factor when shooting in-game, I can't see how it can be implemented in a good way. When I shoot certain weapon systems irl, I nab a pinch of dust or grass from the ground and toss it up to see where the wind is roughly blowing. How would you suggest something like that to be implemented into the game? You need to be able to tell where the wind blows if it's an affecting factor.
  19. finnpalm

    Battlefield 3 vs DayZ dispersion

    So, this: "Many players have outlined how much the mouse acceleration/controls need to be modified. Players head (view) will move instantly with raw 1:1 mouse feedback. Weapons may “lag behind” depending on how heavy and cumbersome the weapon is. For example, players with a pistol will be able to turn around and fire much faster than a player with a M4, or a chainsaw." and this: "and sweep through and tweek some of the firearm cfg values." found here: http://dayzdev.tumblr.com/post/81688020510/a-very-busy-couple-of-weeks-for-the-whole-team-has Thoughts?
  20. It would be nice if the baseball cap could be seen in first person view, and actually blocked the sun accordingly. The trade off is that you can't use the hat slot for a helmet and such, and the bonus is that when the sun is high in the sky, around noon, the cap blocks the sun's direct rays and the bloom that follows. What do you think of the idea?
  21. finnpalm

    DOORS: Noise depending on opening speed?

    Often doors actually squeek less if you open them really fast and more if you open them slowly.
  22. finnpalm

    Dynamic first person?

    Excellent suggestion.
  23. I would love if sunglasses actually helped a bit against the sun bloom, and deteriorated as you describe.
  24. finnpalm

    Battlefield 3 vs DayZ dispersion

    Well, hopefully they'll see this thread and consider changing to a system where the weapons and scopes are accurate (in pristine condition) and instead add multiple factors that ruin your ability to aim properly. I've grown to like that idea more and more.
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