Rauvir
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making the current zombies hit harder will not make it more difficult, rather more frustrating, they already ignore walls, teleport at will, break bones, slim chance to insta ko from 12k life, give you infections, run at 31kph(tested with car and running zombie). And you want to make them hit even harder when they do. And even then it is extremely simple after a few days of playing arma to headshot zombies and ammo is not THAT plentiful for guns other than the lee/akm/ak74 and m1911/revolver. Also as I said zombies currently beeline to your movement paths which makes you think it'd be hard to get around, if they roamed properly and if you're in any way actually practicing your sneaking you should be able to get in no problem, it'll just take time and planning. As I said, with the current beeline to player area script you can't plan and it makes it feel like there's a few zombies in town when its really just the ones you can see and maybe one or two others. So increasing the damage on them wont do much other than frustrate new players and occasionally annoy the experienced ones, and this brings nothing new to gameplay. of note: found some european servers that have been messing with zombie spawns to make more spawn per player 30 to 1 ratio it looks like and respawn time was about 10 seconds, town was a whole new ball game for me and my 2 buddies. We had to grab our Mk 48 from the car and use it for once.
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I just posted this on a different thread but I think its relevant to the discussion here: "Most of you guys are right with regards to zombies, the problem is that as a fresh spawn you have nothing to lose so you can just rush around towns for gear without a care in the world. Dying wont cost you anything at that point and thus you don't care. Once you have a gun and some beans/drink maybe a morphine stick its all too easy to book it north. But that's it that's the end of the line in many ways. The only things you can do from there are get more beans, get a slightly better gun occasionally or turn to banditry. Otherwise all you'll really worry about is the spazz zombie and bandits. These problems largely originate from the fact that once you obtain a pistol and enough ammo zombies are manageable and even if you screw up and aggro 15 into the super market, with careful aim, you can manage them easily with headshots. While individually the zombies are actually a threat provided they can hit you a few times, most players don't allow that to happen. Once in town shooting off a few rounds may attract zombies but as long as you are shooting well or zig zag through obstacles you can probably lose them all. So while zombies are individually 'balanced' and I use that term loosely, there isn't much punishment for the player making mistakes. And by mistakes I mean things like attracting attention, running, shooting loud guns. Because of the relative safety(read 'little to no consequence) of solo play especially early in your spawn, there isn't that incentive to group up with another player to attempt several strategies such as one person distracting zombies while one loots, or the simple I'll watch your back, or sneak in together, etc, etc. The other factors contributing to the lack of coop really stem from how zombies work and engine limitations according to what I see rocket posting. Namely, zombies tend to spawn very close to you and in a limited number ranging from 5 to 10 in a small area, occasionally you get 10-25 when you are overlapping several areas at once. When these zombies are killed they also tend to respawn in one or two locations fairly quickly depending on the server, and these zombies are all scripted to walk towards your movement path from the get go. This means that intelligently planning an entrance to town is useless as zombies can spawn anywhere and beeline for you, also clearing an area of zombies slowly and carefully doesn't reward you with temporary safety(more in depth in a minute), and making mistakes when aggroing zombies generally don't lead to immediate death(death for me usually comes from zombies going through walls, or instant bone breaks from random geometry, or glitchy ladders) Some solutions to fix that would be to spawn a LOT of zombies in town no matter where you enter from and have them have a 2 or 5 minute respawn timer or so, meaning that you will likely try sneak through town, shooting guns will likely pull 20+ zombies to you which is VERY hard to deal with even with a ton of ammunition (here better guns also means better survival, providing SOME incentive to get better guns instead of snipers) or having a group of 3-10 with lots of guns will reward you with a safe to loot town for the next 2-5 minutes or so. So players will have to make a choice between blowing ammunition, sneaking, teaming up and since ammo is somewhat limited for the most part and sneaking is time consuming and still dangerous with more zombies patrolling, teaming up is a far more lucrative and enticing option. Granted this makes spawn even HARDER now, but that could be potentially remedied with a makarov and 2 clips again."
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"Sorry you may have been a friend, you just weren't worth the risk"
Rauvir replied to Gogster (DayZ)'s topic in DayZ Mod General Discussion
Most of you guys are right with regards to zombies, the problem is that as a fresh spawn you have nothing to lose so you can just rush around towns for gear without a care in the world. Dying wont cost you anything at that point and thus you don't care. Once you have a gun and some beans/drink maybe a morphine stick its all too easy to book it north. But that's it that's the end of the line in many ways. The only things you can do from there are get more beans, get a slightly better gun occasionally or turn to banditry. Otherwise all you'll really worry about is the spazz zombie and bandits. These problems largely originate from the fact that once you obtain a pistol and enough ammo zombies are manageable and even if you screw up and aggro 15 into the super market, with careful aim, you can manage them easily with headshots. While individually the zombies are actually a threat provided they can hit you a few times, most players don't allow that to happen. Once in town shooting off a few rounds may attract zombies but as long as you are shooting well or zig zag through obstacles you can probably lose them all. So while zombies are individually 'balanced' and I use that term loosely, there isn't much punishment for the player making mistakes. And by mistakes I mean things like attracting attention, running, shooting loud guns. Because of the relative safety(read 'little to no consequence) of solo play especially early in your spawn, there isn't that incentive to group up with another player to attempt several strategies such as one person distracting zombies while one loots, or the simple I'll watch your back, or sneak in together, etc, etc. The other factors contributing to the lack of coop really stem from how zombies work and engine limitations according to what I see rocket posting. Namely, zombies tend to spawn very close to you and in a limited number ranging from 5 to 10 in a small area, occasionally you get 10-25 when you are overlapping several areas at once. When these zombies are killed they also tend to respawn in one or two locations fairly quickly depending on the server, and these zombies are all scripted to walk towards your movement path from the get go. This means that intelligently planning an entrance to town is useless as zombies can spawn anywhere and beeline for you, also clearing an area of zombies slowly and carefully doesn't reward you with temporary safety(more in depth in a minute), and making mistakes when aggroing zombies generally don't lead to immediate death(death for me usually comes from zombies going through walls, or instant bone breaks from random geometry, or glitchy ladders) Some solutions to fix that would be to spawn a LOT of zombies in town no matter where you enter from and have them have a 2 or 5 minute respawn timer or so, meaning that you will likely try sneak through town, shooting guns will likely pull 20+ zombies to you which is VERY hard to deal with even with a ton of ammunition (here better guns also means better survival, providing SOME incentive to get better guns instead of snipers) or having a group of 3-10 with lots of guns will reward you with a safe to loot town for the next 2-5 minutes or so. So players will have to make a choice between blowing ammunition, sneaking, teaming up and since ammo is limited for the most part and sneaking is time consuming and still dangerous with more zombies patrolling, teaming up is a far more lucrative and enticing option. Granted this makes spawn even HARDER now, but that could be potentially remedied with a makarov and 2 clips again. The downside is that more zombies puts more strain on the server and rocket has been making tweaks to allow for more players and more zombies but until its stable to have 50-100 zombies roaming towns at once for one or two players what I've described won't work. tl:dr zombies shouldn't be harder but instead be more likely to punish player mistakes through numbers, and it should be rewarding to clear towns with a group for brief safety. -
UPDATED DAILY: I'm Issuing a Warning to Any Snipers
Rauvir replied to ZombieSpecialist's topic in DayZ Mod General Discussion
I wear a good old banana hammock thank you very much! -
When are the artifacts going to be fixed?
Rauvir replied to bappel12@gmail.com's topic in DayZ Mod General Discussion
supposedly if you hit shift + 'minus key" and then type type flush it clears it up temporarily. -
I think we all get to that point eventually, first thign I did in dayz was get on skype with a random player with me on the coast, we've been running around dayz ever since, after a few deaths and respawns we've got a vehicle and a crapton of guns we stole from some poor bastards and now we generally shoot anyone within 5km of our base. But i trusted my buddies and working together got us to the point we're at now. I think its really about finding your 3 to 10+ man group and after that your mind says okay thats enough ppl i trust, everyone else can fk off basically.
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I get how this game is meant to be played
Rauvir replied to roarboar's topic in DayZ Mod General Discussion
Tbh me and my friends are loot whores, I guess the only difference is that I want a car and a million medical supplies for two reasons: 1. fuck this walking simulator 2. I'd like to be a medic and save random people and convert them into my willing slav- err comrades -
What was your most annoying/worst death in DayZ?
Rauvir replied to Pureevuls's topic in DayZ Mod General Discussion
2nd character i ever made, found a ghillie suit, traipsed around the countryside for 30 minutes, hit cherno apartments, 12k hp, zombie teleports through wall, one shot unconcious, next hit, dead. and yes I know you need 9k hp to get ko'd, so I was even more shocked. Mfw: -
my first sniper was the 107, after 20 kills with it I memorized what size = what zeroing. Love it to the death, quite literally, I miss it so, but just found me another one by sheer luck so...
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I can confirm that this occurs to me EVERY time I look at any building that has military type loot, It happened to me and my two buddies in stary, cherno, elektro, nw airfield, and in airfield next to cherno. It always happened when we looked towards/at buildings such as hangars, military tents, fire stations and churches or the coast. Shutting the game down and logging in fixes the issue temporarily but the minute we go to a new town or airfield it comes right back.
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thanks for the replies guys, I'll give the shift - and flush a try next time. I double checked my drivers and I have latest stuff and the fractal bombs only started after I updated so maybe it really is the new drivers.
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So I was playing with some buddies last night and we noticed that when we approached military loot zones and looked in a particular direction (generally towards loot buildings), crazy game geometry was spazzing all over the place reaching all the way to the sky, or pointing in random directions, this would also pretty much cover my entire screen (over my character too) making impossible to look in that direction whatsoever. We did find that it is possible to look away and move sideways towards the location but that generally led to zombies coming from the bugged out location we couldn't see or aim at, chompin' at our butts. Shutting the game down entirely for a minute or so is a temporary solution as it usually solved our immediate issues but upon making our way to a new location it would promptly bug out again and shit all over the screen. Has anyone found a more reliable fix for this? I've been scouring the web but there's not a lot on the topic. In game things I have tried to fix problem: Fiddling with the HDR - makes it worse across all setings Fiddling with 3D resolution - no effect Gamma/Brightness - no effect Tree/Grass - no effect
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Currently the game isn't rewarding intelligent play and planned entry into towns. Granted not every attempt you make should succeed because it's planned out, but right now you aren't being rewarded whatsoever for playing like a smart survivor. Zombies walk through walls and aggro, they spot from insane ranges and aggro, pretty much makes it unplayable for players without gear. Couple that with the mechanical bugs and unstable zombie movements and you have a very buggy and disappointing time trying to accomplish anything. Also really, how could zombies possibly tell you apart at 200 meter from any other zombie? You'd look like any other crawler or hopper. They need something more to go off of than just visual cue. The smell and hearing behavior needs to be improved for zombies while the visual range needs to go back to the way it was.
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1.7.2 Opinion thread. All your opinions, good and bad, go here.
Rauvir replied to Denuth's topic in DayZ Mod General Discussion
Speaking from a game designer's standpoint the 'realism' mentality with the zeds right now is completely out the window. For instance lets say that these zombies are freshly made with decent eyesight, someone made a point that they shouldn't be able to tell survivor vs zombie on sight alone, I agree. Additionally the developer's comment to 'try break their los quickly as opposed to silently sneaking' with the current gimmicks and glitches is like walking out onto an airfield glowing bright pink, you'll just aggro more and probably die. [insert dev trollface] If the zeds stay as is, then we really need to get starter weapons back. Just like zombies being at their peak, the survivors likely did something/had something that made them the lucky ones to survive. Seriously if i'm alive after the initial outbreak i probably scrounged some food and water and for sure a weapon. Starting with zero defensive measures itself IS unrealistic. Getting into a town after crawling for 50 minutes and careful attention to zed locations still netted me a bite in the ass from a zed walking through a wall and the subsequent 10 minute run where i tried buildings/hills/los/docks with no luck breaking the angry bugger off. Picking up a rock is marginally less effective than a crowbar let me at least try that... Secondly the noise level we make when crouching/running etc are completely off. Almost all of them are boosted in the extreme further contributing to our very short lifespans. I know for a fact that you can crouch run and sprint with boots on pavement/concrete without a normal human hearing you until you are within 8-20 meters as opposed to the tap dancing performance survivors deliver in game. Lastly, if the intention was to have the 28days later rage zombies, they have 1 thing in mind only: food. IE straight beelines to targets and no magical teleportation abilities. The biggest threat from zeds should come from getting overwhelmed by mistakes by players and multiple aggro, not 1 magical zombie breaking the sound barrier. on another note: i've noticed the game spawning zeds just for me in areas that i scouted out as having no zeds. which is fine, but EVERY SINGLE ONE was spawned heading right at my movement path. after another hour of testing this theory I can only say that new zeds always head toward where you will be if you keep moving in a line. THIS is just frustrating and beyond unrealistic. Just because zombie engagements are interesting and should happen doesn't mean 100% of them need to be locked onto you like a laser guided missile. Let em roam properly around town. This feature makes planning a entrance into town completely useless 100% of the time, what's the point of playing intelligently if 100% of the time you will get blocked... done with the complaints for now. love the game but needs mechanical fixes and zombie ai tweaks, hope they keep the changes coming and take our input. -
Im having the same problem except for me it works, but will randomly decide to not respond at the WORST moments(cue 900kph ms zombie) no matter how hard i hit my damn keyboard, or stop moving and try toggle it on. i have yet to figure out why it does this and generally, when it happens i'm dead shortly after. edit: supposedly some players have it so that e and q seem to think you have a weapon equipped when you dont so press them again and it should fix it, others say try and toggle the 3rd/1st person view and back and see if that works.