Jump to content

TacticallyPractical

Members
  • Content Count

    4
  • Joined

  • Last visited

Community Reputation

3 Neutral

About TacticallyPractical

  • Rank
    On the Coast
  1. TacticallyPractical

    Tent Placement is no longer viable.

    So the new placement requirements for tents basically render them useless. Even the tiniest collision is enough to prevent placement, rock on ground, bush branch, uneven ground, tree branch colliding with roof. It took me almost 20min walking around a mostly open field to find a place I could actually set tent. Can we dial that WAY tf back? There should be almost NO collisions on placement. I’m assuming this new requirement was to prevent tents from taking damage when placed within an environment object... sort of like how cars used to rotate and collide with walls. Well cars need to have environment damage. Tents don’t. They only need damage from held objects and Mbe cars lol. So just set a condition that environment objects can’t damage tents or interfere with placement, other than maybe 3 foot height dif within placed area to prevent any weirdness. Right now anyone who wants to live in the boonies with a well hidden tent... can’t. Ya you can cut down trees and bushes to MAYBE give yourself more options but doesn’t help for tiny rock, uneven terrain, or literally anything else. was just going to ask a modder friend to fix but this is a pretty big vanilla problem I’d say as it would likely affect about half of the bases I know of. None of whom are using any weird tent glitches to gain an advantage. Sometimes tho... tent just doesn’t quite fit. Real life? You just drop tent a foot, collapse that side a bit, make a short corner, attach to roof. Honestly... setting tents in ruined buildings in Livonia is the quintessential survival experience. Which has now been completely eliminated.=( As ex-military I can tell you with certainty that when rank says ‘put your tent up in that building’ you don’t come back and say ‘it doesn’t quite fit. How about that open field?’ Therefore... tents can go anywhere. Thank you for coming to my ted talk. =P
  2. TacticallyPractical

    Experimental Update 1.08

    Bro... duct tape fixing EVERYTHING is literally part of zombie survival lore. It’s in so many games. I mean think about it... you’re talking about ‘fixing a weapon’ you don’t ‘fix’ weapons unless you’re an armourer. That whole mechanic is entirely made up to force crafting and introduce a player managed mechanic for misfires / jams and needing new weapons. honestly I don’t know any zombie crafting game without it lol. lazer packs and stealth fighters? Bro expansion added helicopters. Relax. Also when there’s 90 billion guns and everyone has tanks. Ya so you know about ArmA right? Dayz is meant to be old school. It’s meant to be ‘loot scarce’ I play on community servers all the time it’s fun but it’s not same. Who cares tho lol. why not both? as for attacking a base... I don’t see why not as it’s not an action anymore. Walls just have a hit point total and anything that does HP damage will lower it. Shooting wall with AK is technically just speed hack punching the wall to death. You can def have two people shooting at wall. Don’t see why melee would be any different. But yeah. You know how long I would look for a weapon cleaning kit to ready a new weapon I found? Approximately zero minutes and no seconds. Just fucking pour boiling water all over it, dissassemble and then use axle grease. An AK would literally be good for fucking years with just that. this post was brought to you by DuctTapeGang
  3. TacticallyPractical

    Experimental Update 1.08

    Don’t have much experience with console vs pc dev on this game... but the listed fixes at the bottom of patch notes, under fixes - hidden as well as their experimental branch ‘hot fixes’ actually deal with a fuck ton of both inventory and desync issues. Some of which have been around for almost as long as I’ve been playing. I gotta give it to them, if they have actually fixed the issues they have listed as fixed... there are an unbelievable amount of really shitty bugs that will be gone. Bugs I’ve never seen them say ‘oh we fixed this’ they just remained on feedback tracker or known issues. Since the tweet about release to Stable was referencing console specifically by end of month, that makes me think Microsoft and Sony have some sort of ‘push’ mechanism where devs are ‘encouraged’ to meet timelines to coordinate marketing yada yada. Point is... I can’t see them releasing the listed fixes here only for PC and then dropping a ‘lite’ 1.08 for console. That would go over like shit. Also they haven’t mentioned any split, so I’m betting and hoping the fixes listed on this are global... and are going to finally rid us of a whole whack of the most annoying bugs. This fix list is actually pretty swole. lol
  4. TacticallyPractical

    Experimental Update 1.08

    Uh. So. Like. There is no AI. lol the AI parameters consist of ‘is that a player?’ No. Keep shuffling. Mbe? Go to that spot on alert. Yes. Go the last place you saw player. Is player there? Yes? Attack. No? Radius box search. And then pathfinding. Which isn’t exactly crazy, as there are no complex structures really. Lol I mean is game so obviously some AI, but I mean zombies by canon literally have no intelligence. They can’t think, or assume agency or fear death. The AI in ArmA can pilot f’ing drones. I’ve been stalking players at huge distances and game will spawn in zeds treating like i was as close as scope magnification makes it seem. However there’s nothing for zombies. It’s super creepy, the entire spawn herd is synced up. They will shuffle a few feet, pause and move again. Also game is not shy about despawning them. Doesn’t give af. No player within 300m or in direct sight? Will just shit can whole herd. Spawning them in is easy. It just does it around corner. Poof been there whole time lol You’d never notice herd sync unless you were looking at a huge group from really far away at a good top down angle, but as far as I can tell... with no player they sort of become one zombie. All running As a single unit. You never see more than a few at time so you mostly don’t notice. Also as you get closer they start to desync from their bros because they catch glimpses of you. Try it sometime. It’s not perfect but it’s cool to watch. im pretty sure biggest issue is inventory and trying to keep world consistent. If just you walk into a town and then leave... I think after a pretty short time like 10-15 min... stuff despawns. But just add three people and one keeps coming back into town... it has to remember every single piece of stupid junk loot That first guy saw because third guy saw it too and is staying within 300m bubble as well as cataloging everything on player and conveying the state of all the objects around that player, (is door open, fruit spawn been taken, yada yada) Everytime new player comes to town and sees that stupid bag and doesn’t take it... one more thing game has to track. Multipled by how many tiny little towns... Your idea is still on point tho lol. I think we need what you were saying for inventory handshakes. A basic AI per every ten players that logs just their little group and then does handshakes with other group leader AIs and they all tell each other what everyone has yada yada... but they do it during downtime. Then when players actually meet, the two minder AIs have already established some short form/set of cookies and maybe even essentially set a local timeline based on player with the most average connection. Cuz right now it’s just ‘PLAYER ENTERED 300M RING HOLY SHIT UPDATE EVERYTHING.’ but yeah these zombies are so f’ing stupid. Big potato energy.
×