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Everything posted by MurQ
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Gunfire spawns zombies The idea is not really for areas that will already have zombies but more for the countryside although it could be used at a reduced rate in towns. First off, i'll outline how I think it would be implemented Create a grid over the entire map, then create exclusions zones around where the normal zeds spawn, lets say 300m. Firing a weapon outside the exclusion area has a much higher chance to spawn zeds. It could also spawn zeds inside to assist the local residents. All of this would be fine tuned with testing, I would also imagine that a lot of the exclusion zones would have to be hand drawn. Each weapon will have a zombie noise factor(the range at which zombies can hear the weapon) as they did in the mod and this could be used to determine the amount of zombies spawned for the shot. There would a random element involved here and it should also be logical in that shooting a "quite" pistol in woods would spawn very few if any zeds compared to providing suppressing fire with a m240. Each weapon would also have a threshold derived from the weapon noise. The threshold would be the deciding factor if and when more zeds are spawned based on the amount of shots fired. Each shot would have a random chance to generate more zeds but scaling downwards to account for the amount of zeds THEORETICALLY in the area. If a certain amount of weapon noise is made in an area it would have a chance to spawn a large amount of zeds heading towards the noise. All the zeds that are spawned would be spawned in "active search" mode, so not fully aware of a players presence but anymore gunfire/movement is liable to send them your way. They would spawn within 200m of the player that fired the weapon and in a circle, this would need testing as I wouldn't want to see zeds spawn in on top of the shooters target. There should be a random factor added to all of this to give a more dynamic feel to it. This would help with server load and could be used as a cutoff to stop the server becoming overloaded.
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I prefer 1st person but the movement is really bad. I always find myself getting stuck on things. Some loot is placed where you can not see it unless you jump. Having the bipod on the mosin blocks your freeview on your left side. Current stance is hard to tell ie crouching or standing. I find doors/gates more difficult to interact with. The old vault animation is soo annoying. Where I really miss 3rd person is travelling long distances, 1st person the journey always feels longer.
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Most things are ninja's in video gaming if that is your view. They would spawn in within 200-300m away from you simulating what might be in the area and what could enter the area based off the noise you make. Its certainly not ideal but an awful lot of random roaming zeds will be wasted unless they are tied to player activity, this is especially true if you consider the map expansion and rumour of Utes being added. As I said there should be a randomness to this so that its not always certain if any will spawn so we get random ninja zombies :)
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There where far greater problems in the mod than the limited ways zombies spawned. One of the main issues with setting random zombie spawns in the countryside is that most of them will not be used due to the way the playerbase plays. The way the playerbase plays takes time to monitor and is open to regular change which would require your method of spawning to be a constant workload. This is just a waste of resources that are better spent elsewhere. Think of the effect of what I have suggested on camping and sniping, it would force players to deal not just with players but the zeds. The zeds while being a little random would be more constant threat than the threat players present which would force the camping sniper to react and do a little less camping.
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Maybe you are expecting some "rabbit out of a hat" trick but I don't see that happening. Both the mod and the SA are limited by the game engine, servers and clients and there is only so much these can do. I think most of the resources will be focused on increasing player numbers, map size, vehicles and zombie count. Creating a dynamic and reactive zombie spawning has to be based around the players actions and location otherwise it would waste resources that are better spent elsewhere. Weaponfires is one of the loudest things you can do in the game so its not unreasonable to have "local" zombies reacting to it. The countryside in both the mod and SA are static dull places(its also most of the map) where the only thing you have to worry about is other players but there should be more to it than that.
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Source? They will have to have respawning zombies as the game can not handle realistic/autentic numbers
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They tried the roaming zeds in the mod and it was not very good I think tying it to the noise you make is far better
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Explosion between Solichniy and Nizhnoye...who else saw/heard it?
MurQ replied to Tifached's topic in General Discussion
Punching works and you won't have to worry about your fists turing into bloody stumps after -
I prefer lama's to lamers as their wool is so much snugglier.
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Don't really have a favorite but the most disappointing are the shops/supermarkets, they where important in the mod and now they are rubbish
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I think they only have sight working at the moment but its longish range around 200metres, its also like a cone so you can run up behind them. They can alert other infected. Currently they are not very good at climbing stairs as i think they try to attack you through the floor so never make it up. Its also possible to just run away, they are easy enough to shake
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Is the amount of PvP due to the difficulty of PvE
MurQ replied to adwilk1231's topic in General Discussion
While thats the idea, I think the biggest threat to any player in the game is the game engine itself I seriously doubt they will ever be able to make the infected a threat except through nerfing the player -
Those udders, more like
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Go prone and roll/crawl can work aswell
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"p" Having the map split into parts is a terrible idea. The game map is too small with too little in it to have more than 1 map Also having 1 map is helpful for new players which is a good thing
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If you broadcast your location to people, expect to get killed. I look at it as a way to curb the menace that is streams
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Yesterday a full geared guy combat logged because I yelled out I surrender
MurQ replied to crazyandlazy's topic in General Discussion
Magic voice powers, one has -
The same used to happen in the mod at the bridge west of kamenka(store there now), Krutoy cap has always been the worst spawn. Who jumps off something aiming to land face first(as in the pictures)?
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An Issue with the New Spawns AKA "The Kamyshovo Massacre"
MurQ replied to wgaf's topic in General Discussion
We are supposed to have been on a ship and the infected overran the ship so we evacuated, hence the costal spawn -
The new spawnpoints are terrible as the east coast has recieved little attention. Balota is still the nearest military spawn for most if not all the new spawnpoints. How about divide the coast up into say 6 regions and allow the player to pick a region to spawn in and they will randomly spawn along the coast in the region. Solnichny to Berezino should be included as an area. Balota needs to be toned down it was fine in the mod its currently as good as NWAF which is fine for early testing but when you have nearly a million people playing it has a negative effect.
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They are in as i found 1 in unlooted NWAF, I only seen the 1 so maybe they have reduced spawn rate. Loads of pistols and no ammo for them though.
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Before the ability to lose the infected was added, they presented a small threat as there was only a few ways to get them to stop chasing you. Smoke grenades/flares, other players and running down hills where the only ways to get rid of them beside shooting. Iirc there was no melee weapons at the time.
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Pushing is already in the game, infected and other players can push you and you can push other players...I haven't tried to push infected yet.
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Are dogs worth 2 months of development time?
MurQ replied to MasterSith's topic in DayZ Mod General Discussion
The addition of friendly dogs to this game just shows that the devteam don't play the game much, hostile dogs could have added a lot more to it. -
Two new private hive servers...Admin monitored!
MurQ replied to Wraithy's topic in Mod Servers & Private Hives
Beware the hemp plantation on the Lingor server all kinds of weird stuff happening