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Everything posted by Katana67
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One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Not quite sure what any of this means. The objective of the thread is to outline how server hopping undercuts the pre-release development inclusions (i.e. construction and loot economy) and thus needs to be addressed pre-release. -
Dear god, is that all the recoil the Mosin has? Mine kicks like a mule unsupported. That recoil was child's play. Cool video! I think Rocket spoke in the most recent presentation about having the wind be visible somehow. Not sure whether that's having trees move with the wind or maybe some sort of dust/debris that would get kicked up when it gets windy. I'd be in favor of that more than I would a HUD element. But either way works, not sure what kind of HUD element they could put up. Maybe just a simple arrow indicating direction? I like the idea, however, of having a lootable Kestrel wind meter as well. Would require batteries. I think they included a Kestrel in ACE IIRC.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
Katana67 replied to SmashT's topic in General Discussion
He gave a speech at a convention about a tentative developmental roadmap, he didn't put up a bullshot Ubisoft trailer saying "this will change everything you ever knew about gaming". Hype, whatever is meant by it, is an individually-derived concept. -
Player Spawn Mechanics To Reduce Server Hopping/Ghosting - Includes Working Example!
Katana67 replied to Publik's topic in Suggestions
Question - Could the "drift" be used to potentially detect players or player structures if they're set as repellants? For example, I log out near X on one server. I'm pushed closer to Y on another server. Therefore, there's something near X because I was pushed to Y. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Not at all! I'm just saying that they'd have to decide what a truly "barricaded" building is. Would it be just the doors? All of it? Likewise, they'd have to decide what a truly "barricaded" building is in terms of the mechanic used to spawn people outside/away from said barricaded building. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Haha, no, this is all contextual stuff that needs to be discussed. Much more stimulating than the "shut up and deal with it" approach. I agree, there's a lot that'd need to be hammered out. But, the timescale would have to be pretty darn quick if it were to compete with server hopping. Which I'm not a fan of. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
The only issue that I have with this is that it'd have to be specific. Would it spawn you away from a building if it had ONE lousy window barricaded? Just the door? All of it? -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
No, unfortunately it doesn't offer any answers. I'm not advocating for more or less loot at all. The loot system needs server hopping to be addressed, not the other way around. Even if someone logged out at the airfield for a legitimate reason, he/she still has access to that location on all of the servers (via server hopping). Incentive needs to be given to stay on the same server. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Somehow I doubt loot will respawn on a timescale (i.e. shorter) that is more attractive than the timescale of server hopping to an empty server. But yes, I agree with most of your sentiments. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
If so that's great news! Although spawning inside of a barricade is one thing, spawning next to a place that you know player's will be (i.e. tactical hopping) is another issue as well. And it still undercuts the loot system just the same. I didn't catch the Q/A, but this would resolve most of the issues with regard to construction. But that is encouraging. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Fixing the issue also negates the issue, and doesn't marginalize public hive. Ignoring the issue by going to private hives doesn't solve the issue. That's why I made a post. Your first statement is correct. However, one can still keep cycling servers which may not have been looted yet. Thus the problem remains. One is still saving one's location (i.e. next to barracks) only to server hop. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Yes, which is why one's location would change. Not one's gear. Again, the fact that you can switch servers in the same location implies that you can ACCESS HIGH-VALUE LOOT LOCATIONS with relative ease. The rate at which loot spawns doesn't remove that fact. One still has the option of looting a server, switching, seeing no loot on the second server, then switching to another server. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Yep, I realize all of them except the third one. Which makes zero sense. Respawning loot = more loot = more rewarding for server hopping The problems created by the suggestions, of which, if you read... I am not sold on any of them (because they all have issues) pale in comparison to the detrimental effects of server hopping on the inclusions of the development roadmap. Much less day-to-day gameplay. Moreover, simply because private hives will exist as an alternative doesn't mean that the vanilla (public hive) system isn't flawed. -
One Thing Needs To Be Addressed [ROADMAP]
Katana67 replied to Katana67's topic in General Discussion
Not really. One could still hop across servers to barracks, thus gaining easy access to loot. Perhaps you could expand upon what you're saying? Because as long as loot spawns in a fixed position, based upon tables, then it will be vulnerable to location-saving server hopping. -
Will be fun, and further underscores the need for a more robust weapon selection, attachment selection, and supporting device selection.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
Katana67 replied to SmashT's topic in General Discussion
Honestly, none of this stuff is surprising to me. Most, if not all of it, was previously known/planned. I didn't see much in the roadmap that was different from what we've seen before. It was just more specific. The only thing that I didn't know they were doing (although I knew they were talking about it) is the 64 bit and multi-thread stuff. The rest is either what they had planned originally, or bringing the standalone up to match the mod (albeit with more wholesome systems). -
Has there been any discussion about using headlamps in conjunction with other headgear? I mean, the headlamps in-game can be placed over a hat... or helmet if need be.
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https://www.youtube.com/watch?v=D5coI5eT9JQ#t=1099 Starts around 19:00 There's also a thread on the Devtracker. My thread on General got locked when I discussed the Zombie Aggro. So, yeah.
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I get that, some odd stuff has happened to me there as well. I'm just saying it doesn't feel all that isolated when it's right next to Zeleno and a short walk from Cherno.
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Honest to god, I think they need to move Green Mountain to somewhere in the extreme north. I've never thought it was all that scary/mysterious due to how close it is to everything.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
Katana67 replied to SmashT's topic in General Discussion
Everything is proceeding as I have foreseen -
But it's not a "survival horror" game in the traditional sense. It's also a sandbox as well. Case in point, see The Forest. Wonderful upcoming survival game. Has mutant/zombies to keep up the "horror" aspect. Yet it has construction. Moreover, the second you pigeonhole something is the second you limit your scope of inquiry. Having something that you can call "yours" also means that it can be taken away, which is where the tension for which DayZ is famous arises. Fences keep the zombies out. Gardens keep you sustained, but require you to invest more time in tending them, harvesting, and waiting for the crops to grow. Either way, check out this... http://imgur.com/a/CDb92 Rocket flat out says that we're getting horticulture, construction, and barricading.
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Oh boy. Buckle up.
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Yeah, if anything, they're making helicopters MUCH HARDER to maintain/acquire. I don't think it's an issue of it being a "slippery slope" to other vehicles. The Rezzed presentation pretty much limits the scope of vehicles to that of the mod. Yet it makes them harder to maintain/find/repair. That part makes sense. However, the way in which we're supposed to gather loot for the helicopter is what is silly Helicopters provided a great bit of tension in DayZ. Everyone stopped in their tracks when they heard a helicopter chopping off in the distance. And hiding in a bush while the helicopter's searchlight looked for me was an incredibly memorable experience.
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I only wore a ghillie suit once or twice in the two years I played the mod, never liked that it cut away the backpack. So, no, it's not out of nostalgia that I think the ghillie suit is useful. There's nothing about a ghillie suit or rangefinder that will diminish making zombies more of a threat. You're muddling two separate issues - the usefulness of ghillie suits/rangefinders and the threat of zombies. Military equipment requires a significant amount of development on the part of the team, hence why the M4 is being used as a test-bed for modular attachments in the Standalone. It's by no means a "copy and paste" job from ARMA II. The way in which weapons are implemented in game is now based on objects, not scripts as was the case in the mod.