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allbusiness
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Everything posted by allbusiness
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Hotfix Build 1.7.1.5 Rolling Update
allbusiness replied to rocket's topic in Mod Announcements & Info
Zombies still respawning way too fast, got into a sticky situation at the airfield and shit went down hard, and yet the Zeds kept coming and coming. -
What is your logic, Bandits/PKers in general?
allbusiness replied to avalontreman's topic in DayZ Mod General Discussion
I kill people for sport. Yes, I'm a dick. Get over it. That's why I strongly believe that newbs should spawn with Makarovs at least at the moment. -
Why is everyone I meet an ***hole?
allbusiness replied to Deacoon's topic in DayZ Mod General Discussion
People kill other people for fun in today's world all the time. What makes you think people aren't going to kill other people in the fucking Zombie Apocalypse? When the world is lawless and there's no one to protect the weak, only the strong survive. That is the way the lawless world works. Even from a historical standpoint, people only band together for their own security and personal well being, not because they care about people. And in order for that to occur, everyone in the group has to be USEFUL. -
Prone all day long... when to crouch nowdays?
allbusiness replied to stimpen's topic in DayZ Mod General Discussion
1.7 was pretty good for the most part. If you got too close while crouch running/walking, you got aggro'd on and you would have to expend rounds to kill them or just simply die. Sneaking was the primary way to avoid them, but you'd have to be careful of other players out there also, which would cause you to cut corners and potentially get you killed. The current patch is absolutely stupid. Spawning with no weapon, no medical supplies, nothing of value, etc. just encourages suicide loot runs until you are geared enough to move up North. -
The zombies need to be more dangerous.
allbusiness replied to switch296's topic in DayZ Mod General Discussion
That's the point, most of the complaints are to the fact that the current Zombies have super detection to the point where stealth is utterly useless, and you're better off doing a full sprint in the middle of a fucking zombie infested town with possible snipers on rooftops, other survivors in the middle of the town with guns maybe, etc. while entering buildings looting, line of sighting the zeds, and getting the fuck out. It's stupid gameplay, it's unrealistic, and not fun at all. At least in 1.7, where stealth was king in looting, you had to balance out the fact that you could get potentially shot by some asshole on a rooftop or something. The only thing Rocket needed to do IMO was add a shit ton more Zeds, which would inadvertently make sneaking harder and more challenging (and more realistic anyways), and it would make it a much more dangerous decision to let off a gunshot in town. -
The zombies need to be more dangerous.
allbusiness replied to switch296's topic in DayZ Mod General Discussion
1) You mentioning that you play with a group of friends already makes the game tremendously easier in more ways than one. Being taught things that you may not know, having backup, having an extra pair of eyes, more guns, more ammunition, more supplies, etc. helps alot. Of course the game becomes easier when you play it with a coordinated group of friends. Try playing it fresh without any help at all, with no knowledge of the game other than where to go for stuff. Yeah, I thought so. 2) Rocket wants DayZ to simulate a Zombie Apocalypse that is realistic. He wants it to be difficult and challenging. He wants it to break you in half and make you cry and have tears roll down your face. There is nothing realistic or difficult about the current Zombies, they are just complete retards. Sneaking is not an option, you are better off running through the entire city and looting shit quickly rather than sneaking around. You and me both know this is true, and it is unrealistic for it to be this way. 3) Stealth under the current patch is not viable. No one ever said that we wanted to make the game easier. We want stealth to be a viable option. Right now, it takes a tedious and unrealistic amount of effort to make stealth work under the current mechanics. It's unrealistic, it's stupid, and dumb as fuck. Not only that, having to unload magazine after magazine on Zombies or attempting to lose them through glitching their glitchy LOS mechanics is just dumb, unrealistic, and not challenging in the slightest. Having to prone crawl your way through a town is both unrealistic and retarded all at the same time. Not only are you exposing yourself at close range, in real life, you would be making a fuck ton more noise crawling around like a snake than you would be taking careful steps from a crouch walked position. The only advantage proning has is that it reduces you from a visual standpoint. It doesn't make less noise; and yet in DayZ right now, prone crawling makes less noise than crouch walking does. It's unrealistic and dumb all at the same time. -
Prone all day long... when to crouch nowdays?
allbusiness replied to stimpen's topic in DayZ Mod General Discussion
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Sound when sneaking? Really?
allbusiness replied to detroilen's topic in DayZ Mod General Discussion
"Realistic "Zombies" with custom animations - These once human creatures will act and behave as if they have a heighten sense of hearing and smell but less sight, on top of that they use motion captured animations such as walking and eating from your unconscious body. If you look into any built up area you'll see them walking around waiting for their next victim which dares to venture in" -dayzmod.com Per the website itself. If they have super hearing they shouldn't have eagle eye vision. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
allbusiness replied to rocket's topic in Mod Announcements & Info
Sorry if you see that as elitism and i dont want that thread to be a flame-duel. But we just played 4 hours straight running from Balota Airfield to Green Mountain' date=' to the north-western airfield, to stary sobora and we were doing fine. Prone did work for us and so did shift-crouchwalking. The people complaining must do something terribly wrong or we were playing a different game. [/quote'] Or, maybe you just lucked out and the Zombie AI didn't bug out on you? Because from both newbies to veterans, everyone has been complaining about how the Zeds have super vision AND super hearing in the most recent hotfix, when it was perfectly fine in the "no food/water" hotfix. Maybe you're just some pro ass elitist player that is just way too fucking good at this game and make the rest of us look at scrubs. Or maybe, just maybe, everyone ranging from newbs to veterans who are all pointing out that there maybe something wrong with the Zombie visual/audio detection actually might be right. Or, maybe everyone that is complaining are all fucking retards that don't even know what shift and prone do. Who knows. its FINE as it is! its an alpha and for now LIVE WITH IT! rocket is always tweaking and testing out new things! We have been playing with 4 guys for 3 hours going THROUGH TOWNS! and it was easy enough! no one died or lost more then a 1000 blood! so to the winy little Biatches join up in parties and its easy 1) Being an alpha I have the right to point out what I feel is wrong. The Zed behavior is buggy already as it is, it shouldn't come down to the point where they aggro so much the game is basically unplayable. I should be able to go through towns and go through the content of the game to TEST other things such as sneak mechanics, loot tables in cities/heavy population areas, etc. Yet it's hard as shit to do that right now because I'm busy having to expend 3+ mags to gun down the entire town down, or spending an hour trying to lose them through buildings or a forest. 2) You're right. Rocket is always testing new stuff. And he wants feedback. I'm giving it to him. You saying that everything is fine and I'm just bad at the game is not feedback, it's you being an elitist prick. 3) You're fucking straight up lying if no one lost more than a thousand blood and you were never seen. Zeds hit for 500 easily on the lower end of the scale, and can hit for well over a couple of thousand. With the high aggro nature of the Zeds right now along with their glitchy nature in that they can glitch through walls, floors, occasionally sprint inside indoors, I seriously doubt none of you loss less than a thousand blood. The only reason why I'm being as aggressive as I am with my posting is because you're FUCKING LYING. Period. There is no one here that has played the game since 1.6.0 or from before that will ever tell you that the current Zeds aren't a little over the top in terms of their sensitivity to sound and what they see. 1.7.1.2 was actually pretty good, it was a happy medium; just needed to fix the food loot tables, maybe tweak the DISTANCE on the visual detection and we would have been at a pretty stable build. Right now, everyone ranging from newbies to veterans have all pointed out that it's blatantly obvious that the Zeds are much more sensitive to everything in than they were in 1.7.1.2, and they already were pretty sensitive in that version to visual detection already. Your elitist bullshit posting needs to come to a stop. When it smells like shit, looks like shit, it pretty much has to be shit. And right now, your post is full of shit. -
Prone all day long... when to crouch nowdays?
allbusiness replied to stimpen's topic in DayZ Mod General Discussion
The zeds in 1.7 were pretty close to perfect. All that had to be done was to increase their ability to detect close range proners' date=' which I don't think would have been too difficult. Right now it's pretty insane what is happening. The sound is also off, Zeds pinpoint you exactly when that shouldn't be the case. [/quote'] It was pretty decent in 1.7. I'm not entirely sure why the visibility was increased so much since. After he locked their visibility to their body direction (opposed to from their eyes) it was working well. Again, think he's playing around to see what works. In regards to the sound, they should be very sensitive to gunfire. Even a Makarov going off in the middle of town should be a death sentence or very well close to it. Would make gunfights in the city occur alot less often, and less deaths would occur along the coastal towns due to nerds like me who camp around down there because no one can stop us. However, they shouldn't be so sensitive to sound that they can pinpoint you from three stories down when you're moving around in a building. -
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
allbusiness replied to rocket's topic in Mod Announcements & Info
Sorry if you see that as elitism and i dont want that thread to be a flame-duel. But we just played 4 hours straight running from Balota Airfield to Green Mountain' date=' to the north-western airfield, to stary sobora and we were doing fine. Prone did work for us and so did shift-crouchwalking. The people complaining must do something terribly wrong or we were playing a different game. [/quote'] Or, maybe you just lucked out and the Zombie AI didn't bug out on you? Because from both newbies to veterans, everyone has been complaining about how the Zeds have super vision AND super hearing in the most recent hotfix, when it was perfectly fine in the "no food/water" hotfix. Maybe you're just some pro ass elitist player that is just way too fucking good at this game and make the rest of us look at scrubs. Or maybe, just maybe, everyone ranging from newbs to veterans who are all pointing out that there maybe something wrong with the Zombie visual/audio detection actually might be right. Or, maybe everyone that is complaining are all fucking retards that don't even know what shift and prone do. Who knows. -
Um. Zombies actually are a threat when close to you, can potentially knock you out and more often than not break your leg when they hit you. Coupled with the fact they move at Usanin Bolt speeds, zig zag around, and can detect you at ridiculous ranges both from visual and audio standpoints.... yeah they are no where near the same Zeds of 1.7
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Ah yes' date=' the classic "killing freshly, unarmed survivors" argument. Gotta love those. Yeah sure, never mind the endless hunt for better loot because staying in one place and killing newly spawned survivors is so much fun! Never mind that freshly spawned survivors don't have anything worth a damn on them. Never mind that you would be wasting precious ammo for nothing. Never mind that you would have to eat and drink. Never mind that you would attract hordes of aggro zeds with your big mean, intimidating machine gun. The same people who bring up this totally stupid, dumb red herring of an argument must be the same that were part of the makarov survivor spamming on shore epidemic. Either that or they just started playing yesterday and think things were better with spawning weapons. You don't have any idea, ANY IDEA, how frustrating those makaroni knights were. No idea. [/quote'] Same guy who said Zeds were perfectly fine despite the fact that Rocket was making numerous adjustments to their behavior because it was plainly obvious that they weren't working as intended. Two, geared players who have nothing better to do up North go down South all the time to kill newbies for shits and giggles. Want to know why? Because they have player groups where they don't even care if they die, and have ridiculous amount of gear on off map locations that no one knows about. They don't "run" out of ammunition, they come down South with 8+ mags of whatever their primary is, and just hose down newbs for shits and giggles. People like you are exactly the people Rocket was talking about in his thread. The same elitist fags that always go on and on about how everyone else is a fucking retard, a CoD kiddie, a WoW nerd, etc. The no spawn with weapons is counter intuitive; why the fuck would you ever group up with someone when neither of you have weapons, especially against Zeds with super vision and super hearing? There is absolutely no point at all. Bringing an extra person would only create more noise, and more visibility for the Zeds to spot you, not to mention attract more attention from Bandits/Pkers. Three, it's not a red herring argument, because I am one of those assholes that camp the shoreline with billions of ammunition because I play with a group and we have our hidden stashes scattered across servers, etc. It's even easier to plow through newbs now, because you can actually utilize just simple to find 1911 mags and just gun them down since they can't do shit to yohu now. You can do more hilarious things like utilizing crossbows, hatchets, and all other useless PvP weapons rather than expending your primary weapon. The only reason why you use the primary weapon is because the newb actually managed to pick up either a Makarov, a Winchester, or an Enfield. It's actually blatantly obvious you never reach end game or are just bad. When people could fly helicopters, people would fly that bitch around the coastline and just hose newbs down. It's happened, and it's been well documented all across youtube that most people that go to the coastline with military grade weaponry do so because they do it for shits and giggles, not because of food and water. There is ZERO reason to cooperate with anyone at the moment. None. You don't have supplies to help each other apart from bandages (which are easy as fuck to find anyways, and if you get hit by a Zed before you have a weapon, you're better off just respawning). At least before, if you manage to get the other guy to not shoot you, you'd have an extra gun watching your back. Right now, the second guy is more likely to get you killed by attracting too much attention than actually help you in some form or fashion. Think about it realistically. Why the fuck would I want to team up with someone who doesn't have the ability to really help me out? He doesn't have a gun, he has minimal medical supplies, and he has only enough food for himself and no water. In a Zombie Apocalypse, I wouldn't fucking team up with that guy because he's got shit, and he can't help me and is more likely to get me killed than actually be an asset to me.
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Alot of newer players are upset because they just got in and 1.7 felt fair for the most part to them and alot of the players around here. The 1.7.1 patch made things way too unfair, considering you had no way to defend yourself and the Zeds are 10x tougher. Not to mention stealth is no longer an option. You're better off just bolting through town, grabbing what you can in a 2 way entry building, and sprinting out while trying to lose the Zeds in the forest through either LOS or just simply alt-f4ing. It's pretty silly tbh, because I've seen it happen at least 100 times by now.
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
allbusiness replied to rocket's topic in Mod Announcements & Info
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Prone all day long... when to crouch nowdays?
allbusiness replied to stimpen's topic in DayZ Mod General Discussion
The zeds in 1.7 were pretty close to perfect. All that had to be done was to increase their ability to detect close range proners, which I don't think would have been too difficult. Right now it's pretty insane what is happening. The sound is also off, Zeds pinpoint you exactly when that shouldn't be the case. -
Changes in player behaviour due to no weapon at spawn
allbusiness replied to S1ippery Jim's topic in DayZ Mod General Discussion
90% of noob killing is done for shits and giggles, even before when newbs had beans and water. You seriously think the guy that headed down with a DMR/Silenced M4A1/etc. is really killing newbs for beans and water? People who think like this are idiots. People grief to grief, just like they would in real life. -
It's not about being a baby; it's about pointing out that there is something wrong with the Zombie AI behavior, of which is already acknowledged by several VETERAN players. Both their hearing and vision is way too sensitive, even for cracked up animals that are suppose to be killer. Not to mention that stealth just went out the window. Anyone who says you can "stealthily" get past the current Zeds in 1.7.1.4 (not 1.7.1.3 where they actually were fair) is straight up lying or bullshitting.
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Seriously what happened Rocket?
allbusiness replied to robersdee's topic in DayZ Mod General Discussion
Making 230k people and thousands of servers update so that you can find out that you fucked up some of the most basic shit ever? Are you seriously going to defend that? When this could have been avoided so easily. Sure, the more rare bugs you won't find during 1 hour of trouble shooting with 50 people, however, you WILL find missing food bugs, hatchets crashing servers bugs, etc.. It's quite laughable how you try to pass everyone else of as being stupid as fuck, when we are simply trying to make the alpha testing more efficient. No one is making anyone update. People voluntarily paid to be a part of this and run a server. Too many people enjoy playing it. Not the dev's fault. It's been said MANY times that even though you may THINK that a bug is easy to spot, it may have to be mass-tested with many different servers and players. Some don't even happen for hours or days. Food spawn being bugged may not have been noticeable right away due to the same reasons. Alpha testing would be more efficient if people stopped making these stupid threads and reported bugs in a single short paragraph IN THE CORRECT THREAD, instead of posting pointless stories that are 99% BS with a single sentence of bug-reporting. The food spawn would not have been noticeable, but all it took was someone to actually pick-up/drop the Hatchet to notice the 30+ hatchets/crowbars spawning. That would have been caught in an instant if it was play tested, but it obviously wasn't. Now I know it was a hotfix that Rocket was putting out in order to fix the loot spawns, but seriously? -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
allbusiness replied to rocket's topic in Mod Announcements & Info
The latest hotfix/update broke the Zombie detection method. Their "investigative" script must have screwed with the way how Zombie's detect players, because it is overly sensitive at the moment to the point that it is unreal. In the 1.7.1.2 with the bad loot tables, Zombies would only see me when I'm within a reasonable viewing distance of them. At this point, they are pretty good at pinpointing me at various distances, some which are abit too unreasonable. -
Are zombies really that easy?
allbusiness replied to Jex =TE= (DayZ)'s topic in DayZ Mod General Discussion
No; it takes all but maybe an hour or two to tinker around with Zombie aggro mechanics to figure out that they are far easier than before. The ability to instantly deaggro through abuses with buildings, walls, trees, etc. is stupid. The zombies do not continue to investigate once deaggroed, so players can actually loot far faster than before. At least, running through a city was a complete death sentence before if you didn't ALT+F4 or gun them down. Now, it's a complete joke. Your worst enemy are glitches and bandits still. The zombie aggro is still dumb; they can see you a mile away coming if they are facing in your direction, but you can LOS so easily despite their supposed eagle eye vision. -
Suggestions to Rocket from a REAL HC player; Reactions to latest patch
allbusiness posted a topic in DayZ Mod Suggestions
After playing abit more after the hotfix, here's a really long winded ass commentary on what I feel Rocket should move towards, as I feel it's a more logical, more fun, and more challenging (not difficult, challenging) simulation. 1. Vision Current Zombie/Infected vision is still wonky as shit. It's not even remotely close to realistic. Although I understand it is a hotfix, it's still kind of dumb that it's so easy to lose them by just glitching their LOS with walls, trees, etc. This makes no sense at all. Somehow the Zeds can still me from quite a distance off IF facing me, and yet can't put two and two together that I simply disappeared right behind a damn tree right in front of it. I thought they were suppose to have heightened senses in terms of smell and sound... if you're that close, you shouldn't be able to lose them that easily if they can hear and smell better than your normal average human being. Not to mention, if these are more akin to Infected like in 28 days later, they shouldn't stop "investigating" just because you disappeared behind a tree proned. That's stupid. It just allows players that know the game mechanics to abuse even harder, because now you can actually loot towns way faster than you could before, especially if you don't have any gear on you. You're better off running in, aggroing maybe 2-3, grabbing whatever you need inside the building, getting out, and then losing the zomebies through LOS, which is ridiculously easy to do if you know how to abuse the current LOS mechanics. Suggestion to fix this : First and foremost, the zombie vision needs to be toned down. I know alot of the "hardcore" players will jump out and say "YOU'RE NOT FUCKING HARDCORE YOU'RE JUST A CAREBEAR." No; I'm not a carebear. I've played games all my life, and I've played various amount of "hardcore" and "oldschool" games ranging from Ultima Online, Everquest, the Fallout Series (as in 1 and 2, not the shitty Bethesda rehash), various console games like Ghouls n Goblins, Contra, etc. etc. I can recognize when a game mechanic isn't working properly or in a way that is logical or consistent with the lore of the game. If this is to be a simulation, then we need to make sure that we are consistent with the most general accepted rules of Infected/Zombie lore. From 28 days to Dawn of the Dead, zombie/infected vision hasn't always been the sharpest, especially at a distance. I understand that you don't want people having free roam of cities with just instastealth mode (aka prone). However, upping their vision distance is not the way to go about it. Zombie detection based on vision should be fairly short, no more than maybe 15m or so. Possibly even shorter. People will of course, cry foul to this and say that this would make the game too easy. Continue reading my suggestion please. What I believe Rocket should do is re implement the "eyes" approach (as in Zombies use their eyes as their vision, and not body direction), but with that much shorter distance. IMO, this will not only solve the "seeing your ass from a mile" issue, but it would also put an end to alot of the idiotic stealthing that we saw in previous patches. Although the detection radius based on vision would be short, the Zombies would have EXTREMELY sensitive detection within a short range, which would in fact actually somewhat simulate smell, which is a concept I believe Rocket wanted to implement in the game somehow. It would completely put an end to people literally stealth prone 3-5 feet away from a zombie, but also would stop alot of the super eagle eye vision that people are still currently experiencing. Of course people will then say, but hey, even though they have a super short sensitive range based on their "vision", they are still relatively harmless if you can keep a distance away from them. That's true. But everyone knows that Zombies/Infected are hardly ever triggered by eye sight unless you're just a complete dumbass in the films/literature/etc. Most Zombies/Infected are triggered by sound. This brings me to my next point. 2. Sound I always thought it was weird as shit that pistols had a ridiculously "lower" volume than say a Rifle or SMG. A gun is a gun, and if it goes off in an empty city where not much is moving, it's gonna echo off and everything within a 6-8 block radius should hear it. Also, I found it weird that I can actually make quiet abit of noise with bushes, stairs, ladders, etc. and still not aggro Zombies/Infected that are actually quite close to me. Now, granted the current sound mechanics are also a little wacky like the vision mechanics, but I seriously believe that Zombie "sound" mechanics are abit on the weak side. If I let off a pistol round in the city, pretty much every Zombie should be on the loose, riled up, and heading in the GENERAL direction of where I shot. They shouldn't be able to have pinpoint where I am, but they SHOULD move towards me in an attempt to investigate what is occuring on. Right now, with a Makarov or a G17, you can actually let off quite a few rounds, and Zombies/Infected that are within viewing distance (possibly like 50m or so or maybe a little bit more) actually do not react at all when they absolutely should, especially since that would be the case in the films, lore, etc. Suggestion : Zombies/Infected need to have EXTREMELY sensitive hearing. They are more feral/animal like than we as humans right? They should be able to hear from a TREMENDOUS range. Though they shouldn't be able to pinpoint your general direction, the whole city should come running in your general direction if you let even a Makarov (one of the quieter guns in the game) in the middle of the city go off. This would put an end to most if not all banditry in the coastal towns/major cities, but it would also force you to think twice about utilizing a weapon while in the town and come up with creative solutions. It would also make tin can throwing, etc. a much more viable solution to things. Also, they should be EXTREMELY sensitive to your pro typical running/walking noise, especially on sidewalks and hard surfaces. This makes looting in the city legitimately dangerous. Like really fucking dangerous. It means you have to move slow, time your movements, while also utilizing creative tactics to get around Zeds in the city unlike the current state of the game where I see more people run and LOS glitch than actually sneaking around. Also, if you're moving too fast say in grass, you should honestly make a shit ton of noise, and Zombies should come to investigate. I haven't put much more thought into this other than "Zeds should have ridiculously sensitive hearing although shouldn't be able to laser pinpoint you," but I think alot of people can agree with me on this one. 3. Number of Zeds versus Ammo Spawned There are too few Zeds that spawn at the moment. Way too few. For the amount of ammunition that you can pick up, and the type of weaponry you can pick up early on, Zeds pose little to no trouble at the moment when you are detected, even with the great amount of damage that they can do right now. This is especially true if you are in a group and have 4x the amount of firepower a solo player would have. Not to mention that it's hilarious that you can just kite Zeds up steep hills, narrow hallways, etc. and just gun them down over and over with your sidearm / primary if you're looking to farm beans/soda cans. Suggestion to fix : Either one, increase the number of Zeds that spawn, or simply reduce the amount of ammunition that spawns. Now, I know alot of the so called "hardcore" players will say reduce the ammunition spawned. However, if I know anything, these same "hardcore" players will say "man up scrubs" and laugh because they have stockpiles of supplies. The second they are forced to completely start over though (someone may raid their loot, etc. etc.), they will start bitching about how there's so little amount of ammo. Not to mention, that we want new players to make choices, whether they are stupid or not. Crippling new players with artificial difficulty is not the way to go; crippling them with realistic mechanics though on the other hand.... that's both fun, and logical. The number of Zeds should be RAMPED up significantly, especially in cities. To compensate, reduce the spawn rate, but obviously make sure a shitload spawn, like 2k+ (hell maybe even 3k+ if that's possible on the ArmA 2 engine). What does this do? It allows players the opportunity to grab supplies, ammunition, etc., but they have to go through a dangerous amount of Zombies to do it. If they get caught with their pants down, they'll likely die due to the fact that they expended all their ammunition fighting their way out, or will have little to show for their trip into the city/high traffic areas. This means that people will have to use STEALTH, and not run around and try to LOS the Zeds that spawn. Also, it means that organized groups will have a much tougher time simply waltzing into a city, taking over, gunning all the Zeds down while collecting their loot. Hell, maybe even make it so when a gunshot goes off, 30+ Zeds spawn nearby on alert status. Would make for interesting gameplay. This also would make player killing in the city extremely dangerous, especially if Rocket implemented super sensitive hearing on Zombies that can hear even pistols from a very far distance off. Bandits that are within city zones/camping at certain buildings such as the Fire Stations/Churches/Hospital Roofs/Apartments/etc. would likely all but abandon pking inside the city. It would also put an end to alot of the Makarov deathmatches that occur in the city. Any sort of gunshot should be either a death sentence, or SEVERELY punishing. Elektro, Cherno, etc. would be literal death traps for the CORRECT reasons, and not for the WRONG reasons. In a real life zombie apocalypse, thieves, bandits, etc. would AVOID being in the city or even remotely close to the city. They would wait for you to leave and enter an area that is free of Zeds, relatively open, and would take you out there. Right now, Bandits are simply camping it out in cities right now because the Zeds are mostly harmless at this point, and are not much of a threat because Bandits come with way too much ammunition for the amount of Zeds that spawn. 4. Change what you spawn with. It's not realistic. Period. Although I understand that people want a "hardcore" experience, you also have to be realistic and LOGICALLY CONSISTENT with traditional zombie/infected lore for the mod to be a TRUE simulation. Indeed there's nothing realistic about everyone running around with pistols, but there's also nothing realistic about walking around the zombie apocalypse without food, water, or a means of protection. You start out with none of those things now, and I'm pretty sure all of us in a real life situation would at the very least pack a little bit of food and water before taking off for the wilderness, while also trying to find some means of protection, whether it's a melee or ranged weapon. Giving people say this : 1. One Makarov Mag, One Makarov 2. One Can of Beans 3. One Can of Soda 4. A Flashlight/Maybe Roadflares instead of Flashlight 5. Painkillers 6. 1 set of Bandages Is both realistic and logically consistent for the most part. Not everyone has a first aid kit at home, so it's unrealistic for you to spawn with medical supplies, especially advanced medical supplies like morphine, bloodbags, etc. Although there would be still SOME Makarov deathmatching, I think alot of people would seriously think twice about shooting another person when you only have one magazine. Before you used to spawn with way too many, and that was what lead to the Makarov deathmatches, not the fact that you actually spawned with one. The rest of the supplies are all what you would expect in an every day household, canned food, maybe some sort of form of bottled/canned water/soda, and of course some OTC painkillers. This way, at least you have some sort of defense early on, but it's a last resort especially in Zombie infested areas, and the limited amount of bullets forces people to choose whether or not to expend their rounds or not. Also, the limited resources means you will be forced to go into towns, cities, etc. and likely cooperate with others. You'll still have the Makarov to defend yourself with against other "low tier" bandits, but won't have enough to just unload relentlessly like before. There's NOTHING hardcore about spawning with no defensive mechanism. There's nothing hardcore about running away from zombies and abusing poor LOS mechanics to get away from them. What is hardcore is having to intelligently ration the resources that you are given from the beginning while being rewarded for making smart decisions, while being punished severely for bad decisions; being spawned with a hopeless situation isn't hardcore, it just makes for difficult and unchallenging and tedious gameplay. The people who have survived at this point in the Zombie Apocalypse wouldn't be "hopeless," because they are the ones who are smart enough, strong enough, etc. to make it this far. Overall I think that that this is what I feel should occur. You are free to disagree, but I definitely feel like the vision / sound / spawn mechanics if implemented would make a more immersive and realistic atmosphere. It would also make things much more challenging, especially in cities and other high population areas. I believe that the vision/sound/spawn mechanics that I detailed are for the most part logically consistent with most zombie/infected psychopathic killer lore. Feel free to correct me though. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
allbusiness replied to Tigerr13's topic in DayZ Mod General Discussion
1) Ridiculous amount of weapons/ammo is spawning compared to food/beverages. You're better off gunning down a hoard for food and water rather than actually finding it. 2) Zombie vision is still wonky as shit; it's much more manageable than before, but they still got crazy range. 3) Sound detection still needs work, Zeds from 50m+ still don't get aggro'd in the city by a Makarov going off when they should.