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Everything posted by Katana67
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Are the Devs aware of the lack of loot spawning?
Katana67 replied to nvrsbr's topic in General Discussion
Are military tents (green, used to be in Stary, now there's a ton north of NWAF) spawning loot yet? I haven't bothered checking. -
Hangars are apparently where it's at for attachments. Didn't know that until recently, always stayed away from them in the mod because they were suicidal. I've got a pristine ACOG currently (only one, pristine or not, that I've ever found), with a pristine Aimpoint in my pack. I think everything but the PU scope is a military spawn, I could be wrong, I may have found an LRS elsewhere.
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It happens. Lost all my gear the other day, but still logged in up north. Accepted the challenge, now I've got even better gear! Also, this is one of those times where the "It's Alpha" yammer is actually relevant. Same edict was applied to the mod "Don't get too attached to your stuff".
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Chadian Army Hezbollah (Lebanon) Rebel militants in Syria (Chinese M99 not an AS50) Libyan AF or militants Palestinian militants People have this idea that high-speed-low-drag gear is only to be found in the West. If Syrian militants can get ahold of a Chinese anti-materiel rifle, why is it not plausible for an AR-15 to be in fictional-ass Chernarus? /whisper Whose fiction incorporates NATO weaponry anyhow
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No, it doesn't. ARMA II took place in 2009. M4A1 came around in the late 1990's. Magpul 40 rounders have only been around for a couple years (if that). Magpul 30 rounders have only been around since 2007. Magpul has only existed since 1999, and has only been making stocks since 2002. Again, real-world circumstance, irrelevant.
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/pullshairout Real-world circumstances are not the sole determinant in what weapons can be included in DayZ. But EVEN IF you use the real-world (and not the ARMAverse) to dictate what can and cannot be in Chernarus (which is based on the Czech Republic, not that it's relevant, as the above statement indicates...) then AR-15's, Mk 48's, M203's, M60's, EOTechs, ACOGs, SpecterDR's are all plausible. See this as well, for Russians using "western" optics/accessories http://www.thefirearmblog.com/blog/2012/10/03/the-guns-of-russian-special-forces/ But again, deep breath, real-world circumstance is not the SOLE DETERMINANT in what is plausible in a FICTIONAL universe.
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There's some at NWAF as well. Can't wait for persistent storage.
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Chernarus = fictional country. Chernarussian history = fictional. NATO/USMC intervention in fictional history of Chernarus = true. Czech Republic maintaining NATO weaponry in real life = true. EDIT - Czech Republic having one of the most vibrant European black market arms trades = true.
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Just curious as to what people's experience is regarding loot as of now. Some of these questions require you to have played the vanilla mod. Yep, Alpha and such, just a curious progress inquiry. 1. Do you feel that it takes you a longer or shorter time to get (to what you consider to be) fully geared in the current build than it did the mod? Explain. 2. Do you feel that the "condition" system (i.e. ruined to pristine) will affect how you loot in the future? Explain. 3. Does the current loot distribution make it easier/harder for you to sustain yourself (i.e. food and water) than in the mod? 4. What, if any, loot redistribution critiques/suggestions would you put forth as areas of improvement? Explain. 5. Do you feel, once fully geared, that there is "more to do" in the current build than in the same scenario in DayZ mod? Explain
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Zombies Need To Get Worse Before They Get Better (READ)
Katana67 posted a topic in General Discussion
DISCLAIMER - I am well aware that this is an Alpha! I am also aware that zombie development is an active area of progression for the developers! I am also aware that the zombie fix in the newest patch is temporary! With the new Stable build, zombie spawns have obviously been tweaked. Let me say, I love it for the most part. I cleared NWAF today and it was actually moderately difficult handling all of the respawning zombies. This is something I've wanted since I first played the mod. The overall numbers are getting better, and I like the feel of it. However, zombies need to be less omniscient (i.e. all-seeing/knowing) before they can ratchet up the numbers. This is essential, and it can't be the other way around. Stealth isn't a factor with zombies. This is now underscored by the fact that zombies respawn in close proximity to the player, only to INSTANTLY have aggro. Zombies need to respect line-of-sight, distance, and silhouette. No tension is created when zombies always aggro, there's no reason to be stealth and try to mitigate zombie aggro. They cannot have MORE zombies while remaining guided missiles with 100% accurate tracking to your exact location. I remember way back, Rocket had said that their eyesight is pretty poor but their hearing is excellent. I tend to disagree with this characterization, but regardless... as of now, it seems that LOS is the sole determinant in zombie aggro, which is a mistake. Summary - Zombies need to respect line-of-sight, distance, silhouette (i.e. prone/crouch/standing) to a degree - This needs to happen BEFORE the overall zombie count is increased - This makes sense (to me) from a development perspective (i.e. troubleshooting/bug-fixing/issue-solving) to finalize how zombies themselves behave BEFORE cranking up the overall numbers/spawns EDIT So, I'm all for making things harder. I want zombies to be a threat.My issue is with the APPROACH used to make them threatening, not the fact that they're now threatening (which I wholly endorse). But this is concerning, a prototype for what? I want zombies to be persistent, not spawning in a la client-side spawns from the mod. This makes the aforementioned "clearing of areas" concept articulated by Rocket impossible. Unless they implement some sort of artificial "limit" on proximity zombie respawns, which would be HIGHLY formulaic, I don't see this being an improvement. The zombies that you draw aggro from (through firing a weapon) should ALREADY BE SPAWNED. How am I supposed to judge a situation and make a reasonable risk assessment if, no matter what, when I fire, X amount (or an infinite amount) of zombies will spawn in already aggro'd? Not to mention that the way aggro's are done in the first place isn't all that great. -
Yeah, the cabin is the pub building I was referring to. It's more of a bar/pub than a cabin.
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As far as I know, the buildings in that town aren't configured for loot. Haven't seen any loot there, but could be mistaken. Likewise, every building clips into the terrain, owing to its status as a WIP. And wow, DayZ 64 on that screenshot. The new pub buildings are pretty awesome. I hope they get transplanted elsewhere on the map like the police station and medical clinic.
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Why is DayZ So Inefficient in Processing? -discussion
Katana67 replied to St. Jimmy's topic in General Discussion
EVGA 670 4GB -
Why is DayZ So Inefficient in Processing? -discussion
Katana67 replied to St. Jimmy's topic in General Discussion
This is coming from a complete and utter layman in this matter, but would it be possible to be less-resource intensive with the trees? I don't have any real FPS issues in the cities, but walk into some of the forests of Chernarus and I'm down to 20-30 FPS. Which is certainly playable but annoying. Likewise, the LOD on trees is pretty crappy sometimes (especially with the birches). The LOD of the birch is like... piss yellow... but when the actual tree renders it's stark white. -
There's a lot of vitriol on both sides, and even for folks (like myself) who'd propose a middle ground. No idea why that is, or why people get so violently upset over all of this. Yes, I would love to see an attempt at reconciling the immersive and tense atmospherics of first-person with the aesthetic display of third-person. Obviously, the main issue is that one can potentially abuse third-person to look around corners and over obstacles. Two things that could be good and easy first steps. 1. Disable freelook in third-person 2. Lower the effing third-person camera so it's harder to "look over" objects (I've always felt that the third-person camera was way too high above the player). These quick inclusions might not fix all, or most of the problems, but I'm certainly in favor of making third-person a bit less practical. A long term approach could perhaps see them attempt some sort of blurred occlusion, whereby (in third person) the areas in which your character does not have direct line of sight would be blurred. I'm sure it would be fairly resource intensive and problematic, but it might be worthwhile. I also think that the current (and previous) first-person view is a bit... well bad. It's this way because ARMA/VR/DayZ's sight is actually generated from the model's eyes... (not the top of the head as in many shooters). I like that, but there may be a way to make it function the same and look better as well. They had spoken previously about making the first-person view look better, because the weapons look pretty shitty in first-person in my opinion. This was one of those developer comments that got lost in the winds of development.
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The area that was once wooded wilderness is now fields, not mountainous woods. I've been up north a lot, the treeline has been forced toward the edge of the map dramatically. The western side is fairing better than the northern side. Likewise, the northern areas are being prepped for larger cities to be added. Which puts them directly in abutment to the wilderness. Similarly, there are now roads crisscrossing the so-called "wilderness". See this http://dayzdb.com/map/chernarusplus#3.079.045 Compared with this http://img1.wikia.nocookie.net/__cb20120804224241/dayz/images/4/48/Chernarus.jpg
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Head - TTsKO Boonie Eyewear - Designer Sunglasses Mask - Respirator Shirt - Green Raincoat Vest - Olive UK Assault Vest Gloves - Brown Work Gloves Backpack - Hunting Pack Pants - TTsKO Pants Boots - Brown Combat/Jungle Boots Primary - Green M4 w/ ACOG, RIS, CTR stock, 60 round mag(s), flashlight Secondary - FNX w/ RDS and flashlight Melee - Green Fire Axe Extras - 3x 60 round mag(s), 1x 30 round PMAG, 1x splint, 2x Morphine Injector, 2x Bandage, 2x Canteen, 1x M68 CCO, 1x 5.56 Suppressor, 1x MOE handguard, Compass, 3x food, 1x Combat Knife
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I don't like the idea of having a separate category for loot to spawn in the Wilderness. For one, there isn't much Wilderness left. Or at least there won't be when the map is finished. Which is a shame. Second, because of that, the towns/villages are in close proximity to what is now Wilderness. Not sure what the issue is with tents not storing loot. I'd be much more inclined to camp out in the woods if I could store things (which, granted, could be accomplished through a variety of ways). However, I'd love to see something like a small garden (which would be persistent) that'd be creatable by the player, which he/she could plant, tend to, and reap over time. That's one thing that I always wanted in terms of the Wilderness, a reason to keep going back.
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Sounds about right
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Well the issue for some is that it divides the community, and I think the OP is highlighting the fact that most people will choose a regular server over a "Hardcore" server. So even if more servers (which could actually be detrimental) are brought online, it wouldn't necessarily translate into anything new/good. But, with that said, I do agree that as the game becomes harder... it may not be as big an issue. However, I do sympathize with the folks who don't like it because it allows the player to look around corners. I don't like that as well. But I'd rather they come up with a solution (who knows, it could be relatively easy and they have expressed interest in it before, although I don't recall what Rocket said in the end) than continue to have this very divisive issue present.
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Your unreasonable vitriol pleases me.
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Which is why I'd rather them try to create some sort of middleground, because I really do value the "Hardcore" experience. Although, I wouldn't go as far as some of the folks above to say it destroys the DayZ experience to have a third person perspective. Maybe having "freelook" be disabled when in third person view would be a good starting point? Wouldn't solve all, or even most of the issues with it, but it'd be a good first step in my opinion. Then perhaps they could move on to a blurring of occluded viewpoints when third person. Would probably be fairly complicated, but might be worthwhile.
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Well, my take is that DayZ's already "Hardcore" (whatever meaning you ascribe to that, I ascribe "unforgiving" to it) enough for most. I've got no problem with either playstyle, if they forced Hardcore servers only, I'd be bummed but I wouldn't stop playing. I just like being able to see my character, it's really that simple.
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Are the Devs aware of the lack of loot spawning?
Katana67 replied to nvrsbr's topic in General Discussion
Loot not spawning in certain buildings (mainly small residential buildings) has been going on for a long while now, long before 0.42/3. The devs have stated that they're aware of the problem. I feel like Rocket mentioned it in the last video DevBlog. It doesn't cause a problem with loot overall, but certain buildings might as well not have interiors if they're not even going to have the CHANCE at spawning loot. But it's just another Alpha issue that I'm sure will be remedied eventually. -
Can you tell the direction which fire is coming from?
Katana67 replied to Sebidee's topic in General Discussion
It's hard for me too, even with 5.1 headphones. There aren't many visual cues (which I like) in DayZ to tell where folks are shooting at you from. Plus, the "crack" of the rounds whizzing past is pretty distracting (which I like as well) and often times overshadows the initial sound of the weapon firing at you.