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Your DayZ Team
Morinav
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2 NeutralAbout Morinav
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On the Coast
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This isn't Left 4 Dead. I don't think a survivor should just be able to plant himself and mow down the totally linear stream of zombies heading toward him. Zombies are supposed to act like animals, and their act of running around and circling to the side to attack you is great. It's like predatory instinct, and in a zombie apocalypse they're supposed to be the apex predators above man. Forcing the survivor to run is a good thing, forcing them to pick smarter places to fight, like choke points, or rely on others to help pick off zombies chasing them is a good thing. As it stands now, you can still fight off a big horde if you're smart and if you're good, but you can't just flip on full auto and mow down the neat row of zombies standing before you.
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Nope. People should not be allowed to control their spawn point ever. If you and your friends are across the map from each other, then have a grand old adventure trying to meet up.
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I don't think the number is a problem, but the fact that they can spawn while you're fighting is dumb. I actually like how fast the zombies are, and that they move in crazy patterns. I think it makes them a way bigger threat than if they were just shuffling forever. However, I hate how you can't drop zombie aggro, save for bugs like the docks. I know the devs want to work on this, but my dream zombie aggro system would go something along the lines of. 1) A zombie is aggroed to a player, causing the zombie to target that player specifically. 2) While targeting a player, the zombie's senses are enhanced. Its range of sight and hearing are increased to indicate its deliberate focus in hunting the player down. 3) If the zombie loses contact with the player, it will attempt to find the player, resulting in a two phase strategy. 3a) Moving toward the player's last known location (or perhaps along the player's last known trajectory). 3b) Searching for the player if it cannot be found where the zombie predicts the player should be (trajectory or last known location). 4) Eventually, the player can evade the zombie by remaining undetected for a significant length of time, which would result in the zombie going back to its shuffle state. Now I don't think zombies should ever rubber band back to their spawn. If you drag a bunch of zombies to a barn and manage to hide in it from them, they should shuffle around where they lost interest. This way, the player would still have a problem. 5) If the zombie notices the player during their investigation, they resume pursuit mode.
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http://dayzmod.com/forum/showthread.php?tid=4952 Did you see this? Rocket's performing a hotfix to make temperature less brutal.
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I'm more thinking of the data that would accumulate over the course of hours, days, or even weeks. Multiply that by tens of thousands of players (and who knows how many more) and what you have is a non-trivial amount of data. As a disclaimer, I am not a dev and truly have no idea how practical such a feature would be, but I am trying to show how it's not a good idea at this time where simply getting a connection to a server is a challenge. Mostly it's icing: not required to make the fun and playable, so I don't see this becoming a real option until much farther down the road. Once the important stuff is taken care of and server infrastructure has caught up with our needs, I'll email Rocket myself with this idea! The hardest part, but probably the most important, would be a way to save the map for posterity. After all that work, getting to see it once after you die and then have it gone forever would be a real downer. As a developer (not of BI), I can safely say that it should not be a big deal. The amount of data you're processing and storing is very small. The sever processes way, way more information just to handle you moving around the world than it would ever process with this. Plus, since this is just sugar, not anything that impacts gameplay, it could safely be calculated client side. I am not, however, an ARMA modder/developer so I have no idea how ARMA itself works. Anything easy can be made very hard depending on the implementation. The problem itself, however, is not a complex one. Being able to save out an image of the map (or just hit printscreen) would be pretty sweet.
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It would be neat, especially if it took a second or two to draw the pistol (or whatever weapon) again. Approaching someone with your weapons holstered would render you a moot threat (since they could just shoot you if you tried to draw it, given the draw time), and would be a good gesture of non-threateningness. However, there's something to be said for the trigger-happy oh-my-god-is-this-guy-going-to-kill-me-better-kill-him-first thing that the game has going on. Maybe it's better this way.
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As a person who grew up in rural, mountainous areas, I have never seen nights as black as the ones in DayZ. It's absolutely ridiculous. A good lighting model would be one that allowed you to see things somewhat close to you, but not stuff far away What really happens is that your eyes take some time to adjust every time you transition between light and dark regions. So you could throw a flare and get a good look at your surroundings, but the subsequent light is going to ruin you night vision for a while (and be blindingly bright for a few seconds). Chem lights wouldn't be as harsh on your vision, but also provide less light. I think there's a military flashlight or something in the game that gives off a red beam of light. Those're used to preserve nightvision, I believe, and it would give them a neat gameplay function. Areas that should be extremely dark are things like the interiors of buildings, so if you're moving around indoors, or hunting on the ground for loot, you'd need a lightsource, otherwise you'd literally be fumbling in the dark. That I'm cool with. A cloudy night on a new moon could be a neat, rare occurrence, but it's far too common right now to make night playable. If the super dark nights are to be kept, zombie aggro behavior needs to be modified to only depend on sound in those instances. Like, even if you agroed a zombie, if you could sneak away silently they'd have no idea where you are. Their eyesight seems to be far worse than a living human, and if I can't see in the dark there's no way they should have a chance of seeing me.
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We've all had those moments, those moments when the sun's going down, you're on your last Makarov mag, bandits are in the woods and zombies are all around. Things are looking serious and there's only one remedy to this situation. You better drink your own piss. A slug of the warm stuff is what you need to give yourself the energy to keep going. When you've been caught deep in the wilderness with nary a pond or well in sight, thirst icon thumping impatiently, I know you've eyed that useless, empty canteen sitting in the ol' pack with contempt. I know what I'd do in that scenario, but the context sensitive menu stares back at me blank, cold, refusing to yield to my survivor's spirit. Effects: -Eliminates thirst. -Lowers humanity slightly. -Doing it too often results in illness. -Strangely comforting. -Must stand still while filling canteen. Movement during this process risks loss of fluid due to excessive sloshing (restores 1/2 thirst). -Sprinting while attempting to fill the canteen results in full loss of fluid and significant loss of humanity. -Yellow recolor of the blood particle as strong visual indicator to the player's current action. -Character vocally muses upon the necessity of drinking their own piss prior to doing so.