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dra6o0n

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Everything posted by dra6o0n

  1. dra6o0n

    Suggestion: Play Dead

    The crowbar is pretty useless, so make everyone spawn with one instead.
  2. dra6o0n

    More vehicles equal less vehicles

    So more vehicle spawns... BUT! Simpler repairs is possible for most vehicles (vehicles that can be operated), but the better the vehicle the more likely it'll have more severe damage and wear, so you gotta bring it into a better facility. Military stuff especially requires these facilities, so you will likely find more vehicles, just not 'great' vehicles. Oh when pushing vehicles that can't be run, don't push it down a hill when someone is in it... They'll get a 'ride of their life'.
  3. dra6o0n

    My rant on why DayZ is getting worse

    Add additional combat on top of all item layers: When you have no weapons equipped you can cycle F key to find a 'shove' action, which inflicts 0 damage, has a 35% chance to knock a target down to the ground ('makes them use a animation that makes them fall and remain in a dead state for a split second then enter prone state), and causes 'dazed' when the target falls and hits the ground (depends if the ground is soil, or concrete). *Hitting the ground will inflict it's own set of damage based on the impact. Using a 2handed weapon will make you use a stronger 'shove' that inflicts 400 base damage on hit, as you are whacking a target with a weapon, and 40% chance to knock down a target, and causes 'dazed' on hit on a player (it's not bare hand shoving it's like rifle butting a player). ** Attack speed of shoving changes based on the bulkiness of the weapon/tools. Using a one handed weapon will allow you to use a bare hand shove or a pistol whip (cycle F key to use them), the pistol whip inflicts 600 damage on hit and has a 30% chance to knock down a target. Headshots with pistol whip inflicting more damage and higher knock down chance with a chance to incapacitate (KO) a actual player. The chance increases by 50% onto the base chance when you use it on a target from behind, meaning if you get someone at gun point from behind you can knock them out to loot their stuff without killing them outright. Shoving does push a target back some distance (about 1 meter) so it's possible to shove a zombie off a roof to it's death... Or a player for that matter. It doesn't work if a wall is blocking it, but the player can still be knocked down at his own location.
  4. dra6o0n

    More vehicles equal less vehicles

    Why not have this, vehicles all consists of actual chassis and parts that can be 'hauled' physically into garage or fire stations where they can be fixed up? Make a lot of 'damaged' and 'unoperatable' vehicles spawn more commonly (because in reality they would), but you can't repair them on the fly as you need tools to do so. This is so when people hoard vehicles off the map, they can't get it repaired there until they DRIVE it back to a working 'repair station' area. Adding vehicle degrading would be another idea to have them respawn better, as cars are metal and parts will rust and break over time, even when a player doesn't touch it. Fire stations and warehouses can be equipped with these: Firstly, to haul them you gotta make sure they have wheels, as wheels are the easiest part to installed and can be installed without complex tools, once they have wheels, you need 2+ people: 1 in driver seat to steer. 2-3 pushing in the back to move it. Basically re-using the 'drag body' concept, you can have players stand behind the car, and choose a option to 'push car', this add a speed buff into a 'undrivable car' and it moves it forward at a dynamic speed. Btw this is for repairing a wheeled vehicle, as helicopters and aircrafts would not be possible without bigger tools (or mobile repair centers). Reasoning for this is not only do people hoard it, it's rather easy to reinstall a engine without complex tools... Do you guys even understand how friggin heavy a car engine is? A person cannot lift it alone! Adding a 'lift or drag' mechanic to parts can be a interesting idea as you need to haul a engine BACK to the repair station to install it into a car (the game would do that systematically if the car is in the station and you have a engine near it). This means you may have to put the engine on top of something flat with wheels and you pull it into the station... A wagon of some sort for heavy loads? A car engine weighs a couple hundred pounds btw so imagine carrying a fat 300 pound man. A better toolbox, in the sense that it's not for basic fixing things but real overhaul and drastic tools for vehicles would be a good idea.
  5. dra6o0n

    zombies spawning around you

    Yes zombies can despawn when no players are near, the reason why no zombies spawn in forests is because a ton of people hide out there, so in a sense it would bog down the server resources even more no? What's needed to change, is better zombie management. LOTS of zombie games handle this pretty well... When zombies are far away they do not despawn entirely, just vanish from the client's resource, but they become a 'low priority' entity server-sided when zero players are near it, which means they function 100x slower to save resources since no one is going to go near it anyways. a 'low priority' zombie will basically stop moving and idle, or the server will control or move it much slower. Another idea for this is to have server 'skip' the zombie if it's in a 'idle/low priority' state so it doesn't control it until a player is within 500m of it? 500 meters is the view range of all players, and basically if you are going to snipe stuff past that, zombies and players wouldn't be viewable.
  6. dra6o0n

    My rant on why DayZ is getting worse

    Zombies do not have full animations that makes them easier to read with body language, and how they are controlled by the server severely makes them laggy and buggy. In fact, blame Bohemia for this because how NPC operates and how AI function still is down to the core on the game engine. You can mod or customize it to make AI 'smarter' but they won't act 'smarter', but so long as bugs and limits are in the animation, you can't fix it. The devs at Dayz are practically at Bohemia's demise, but I'm pretty sure that the game company depends on DayZ for it's sales as it's probably one of the major reasons people buy Arma II (So is Bohemia at Dayz's demise, because if the mod utterly gets destroyed and no one buys the game to play it, they cannot continue to make a profit until Arma III).
  7. dra6o0n

    My rant on why DayZ is getting worse

    1) Game isn't getting harder or easier, players are adapting to it far too easily over time, so the devs wants to 'change up' some stuff. When this occur, perception or views on each individual in the community, and each kind of people (elitists, casuals, hardcores, etc.) will be different and views will obviously clash. 2) This is a mod, it's severely limited to what ArmA II can do, and it is not a independent game or based on a custom game engine or library for it to be better adaptable... The mod makers may not be real programmers and may not be able to fully code a game from scratch. Mods for games can be great, it provides a free way to play a game in a certain way, but once you expect too much out of it, conflict ensues in the community because everyone thinks it should be a game designed in their view. All development of a game and mod is of entirely on the developer's view, what they want, you get, what you hate, they 'may' change it. 3) There will be plenty of other games in due time with similar gameplay, 'The War Z' will be a good development because they do three things correct: They have the experience of making and publishing their own F2P MMOFPS game (War Inc. Battlezone), they have a large funding, and is a real company. They planned and designed the game years ago in secret. They are a independant studio so they should be able to have a greater potential than DayZ would ever get. Did I mention that DayZ only said they are considering 'standalone' versions after 'The War Z' was announced? DayZ mod for the Arma III engine would not be too different than the current version, because it will be a mod and as all mods it is severely limited to the engine it's used in. Bohemia might 'design' their engine to be better for modders, but there will be more bugs and obvious limitations for mods in the end. Why do I think that DayZ and Arma II mods are that limited? Well Bohemia interactive codes their game and hardcoded most values into the base engine, and while mods can 'influence' these codes, they cannot change it down to the core. Mods cannot create 'imaginary' new code values from scratch unless the engine permits them to (For example, if you want to make a launcher like the Six Launcher, it won't be possible if the game engine doesn't allow 'public' types for it to talk to third party codes).
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