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sephirotic (DayZ)

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Everything posted by sephirotic (DayZ)

  1. sephirotic (DayZ)

    Build 1.7.1 Rolling Update

    I agree zoombies not dected were too easy, but they were already OP when alerted. Now its even worse. Bleeding in almost every hit? They have clawns in their hands? Some mutation to their fingernail? Geez, yet they still running like Usain Bolt? I understand casual whinning are the cancer of this game, i like the hardcore elemnts, specially this new idea of not spawning with any guns, THATS GREAT! But without a fucking basic crude meele system, that is just too unrealistic. I Would like a machete substituting the initial Makarov, and a slow dumb movement being able to kill a couple of slow zoombies on you, but being completely unarmed and defenseless is just plain dumb. Zoobies are still umbalanced, and now, overpowered. This game needs damn balancing, and i'm beggining to believe it will never hapen. (At least on Arma II engine).
  2. sephirotic (DayZ)

    Pending Update 1.7.1 Details

    My textures get all fucked up in the beta, don´t matter if i adjust high or low. Can anyone help me out? If assume this is a common problem so i won´t bother post a SS, but if you want i can do it.
  3. sephirotic (DayZ)

    Disconnecting to avoid death

    I'm the only one tired of reading the SAME shit all over again? For the last 2 months EVERY SINGLE USER ON THIS GODDAMN FORUM HAS ALREADY WRITTEN AT LEAST ONCE HOW HE THINKS HIS GREAT IDEA AND PERCPTION OF THINGS HAS GONE UNJUSTFULL MISSEN and bla bla bla 30seconds timer bla bla bla all over again. You guys think rocket don´t know what the forum main topics are? If he put 5s instead of 30s he has his reasons, stop repeating the same goddamn obvious idea over and over again like a f*** autist! GEEZ! You obviously dont know what you are talking about. Even predicting the 2 seconds lag it takes for the zoombie to die after being shot, this process of run, turns shoot, back to run again, doesn´t work if you have over 90ms of ping. Since me and my friends live in Brasil, we don´t have a single option of server bellow 140ms of ping and it´s impossible to use this technic for us. Laggy zoombies are a BIG issue and makes shooting then at fast zig zag speed accurately impossible. The only pratical option is entering in a building. Even so, if we are camping in a open area in a danger spot (against another player) and a zoombie hear us, running or DC'in is the only option. They will reveal or position because they always know where you are and take a lot of effort to kill when you are lagged. Frankly the Oniscient radar-like perception of the zoombies is EXTREMELy unimersive and ruins any attempt of stealhty killing a group of survivors now, (i hope the "you can hide for the zed know" works in the new 1.7.1 version, this will make sniping less than 300 meters from a zoombie actually effective) i rather just disconnect if a large pack of zoombie hear me than risking being knocked down by then in a laggy server. I've died once long time ago by A SINGLE HIT OF A SINGEL ZOOMBIE because i "only" had 8k of blood. I never died for a zoombie again and have played for over 2 months (and a arma II player for over 2 years may i add) and i'm currently alive for over 20 days without never disconnecting on a PVP cituation. I love the tension and survival characteristic of this game but i don´t feel imersive at all and and being extra cautions to help in the "feeling" of realism and "tension" of the game when dealing with zoombies alone is just boring and annoying, not "Exciting". I like realism and the hardcore nature of the game, but lot´s of things needs to be fixed before i actually feel scared and extra cautios to fight a zed. I like what a guy said in the previous page: If you want extreme realism and a merciless enviroment, take an ak and go to war, you won´t find buggy soldiers and death will actually mean something. This game death is underated. This is just a fucking bugged game, so i'll play it as such. And yes, i know its an aplha, that's exactly my point. I play it as a tester.
  4. sephirotic (DayZ)

    Pending Update 1.7.1 Details

    The link to the forum teaching how to install the beta hasn´t any link to actually download the beta, can´t find it. I tried Looking on google but not a single apparently official link so i can´t be sure i'm downloading the latest version. Can any1 provide me with the link? Thanks. I hope by "* [NEW] You can hide from an infected chasing you" This mean if a shoot at 250 meters away from a zed, in the middle of the night prone hidden beyond a bush, he won´t run directly at me revealing my position, only to the direction of the sound. But im pretty sure that is not the case and stealthy in this game will continue rubish.
  5. sephirotic (DayZ)

    PKP in DAYZ cheat or legal?

    The Official "Dayz Cheat Loot list" Reads the mission file of dayz and tells what itens there is in game and the chance of it spawning. There is no pkp setting to spawn in the DayZ map. Thus, is a cheat. Technically if rocket wanted, he could spawn with just a few extra lines in the editor, any arma II item he wanted. In pratical also, you can also spawn official day itens ingame and noone would know it's a hack unless the admins exam the server data. Unfortunetely this could also mean that you could be banned by use that PKP. I recommend dropping it.
  6. sephirotic (DayZ)

    Bandit/Survivor Morphing to be removed

    i've playing a lot since the last patch and the game clearly became a TDM. TS parties killing lone survivors and other TS parties in 90% of time. People don´t care anymore about sparing each other. SPECIALLY if the other guy has good equip. Sincerly, even tough i do play on a large group from a internet community and we are used to play with each other, after losing a full equiped char more than a couple of time, for either bandits or bugged zombies/glitches, i've completely lost patience, specially considering i loose lots of hours in my free time (that is small, since i work) to risk losing my equip. I wouldn´t actually hunt players down, but now i just shot on sight. ANYONE. even nubs with makarov, unless they are VERY far and heading to other direction, then ok, i won´t hunt then down. Is this a good thing? Absolutely not. This is a game based on a MILITARY SIM, more focused on simulation than on balanced gameplay. However, there are some balance that can be implemented to try to achieve realism, and let's face it: The low value on a players Char compared to it's equip and survival is not realistic. IRL on an apocalypse zoombie, you would actually be glad, to find a group, even tough scared and cautious at first. In this game, you just think: "DAMN they are going to my loot spawn, gotta shoot then down". "Damn, they saw me with my DMR, won´t risk it, gonna shoot them down". "NICE! They have a good backpack, gotta shoot them down." Or simple: "LET'S KILL THOSE STUPID NUBS KILLING ZEDS IN CHERNO, just for the hell of it!". No one actually thinks: "good, finally other people, better chance to survive, even tough i don´t know if they aren´t socyopaths", with would be a realistic posture. So the current system is rubish, and so was the previous system. I sincerly don´t have a good solution. I can only think badly in two pratical solutions (without impossible coding necessary) 1) A tag system. Player would actually tag someone UP or DOWN, and if you approach that person you can actually see their tag. (to a close distance) 2) Three level Skins. You start as a Survivor, and depending on your behavior with other players your humanity can go up or down. if it goes up, you turn into a "Savior", and gains the special hability to heal severe wounds. This is unrealistic? Not that much. A highly educated person like a medic, would be less likely to start killing people, so adding the ability to extra heal power would be good. While turning in a bandit wouldn´t actually have any disavantages apart from the skin itself. People would usually avoid you, (and even hunt you) and that's it. Maybe decreasing the abillity of healing of a survivor for just a basic auto-bandage, Also, a better system for "self-defense" and vengeance and increase the amount of kill till actually turning into a bandit.
  7. sephirotic (DayZ)

    Melee weapons/ hand-to-hand

    Dude don´t be a tourist, read the damn forum and use the search function. We are full of repeated topics of the same opinions again and again. Thanks!
  8. sephirotic (DayZ)

    Implement a currency item such as gold coins.

    Adding money in this game is stupid and casual IMHO. A currency is based on trade. What is the mosta basic item anyone uses and needs? Ammo, just like Metro 2033, people could/should start trading itens for ammo. This would be more effectively if we could brake down ammo, make ammo, empty mags, and reallocate 9mm ammos for different types of guns. currently ammo locked to magazine is not good enough.
  9. sephirotic (DayZ)

    TOP 5 Things that should be Tweaked.

    This is not just another topic about a casual idiot who doesn´t like the game and goes "OW FIX THAT WY DONT U MAKE THIS MORE EASIER? THIS GAME TO HARD AND BUGGED HERP DERP DONT NOW WAT A ALPHA IS HURR", but more like a compilation of the main bugs/problems of the obviously alpha nature of the game, not just another pointless criticism. The suggestion topic has too much garbage, and delusional suggestions impossible to be implemented and obviously too much individualistic to a specific person's taste and preferences, few sugestions are actually directed to the masses and the hardcore community. I've been discussing these main points of the game with a large group of friends and random players, some of wich are very fond of hardcore games and arma players, like myself, who isn´t looking for ways to make the game easier or gratuitous harding (and unbalancig) the game for the sake of expelling the whinning kids. Let´s keep one thing in mind: REALISM WHILE MAKING IT FEASIBLE TO THE ROCKET TO CODE! PROGRAMMING ISN´T FUCKING EASY GUYS! (i studied basic programming just too know i wouldn´t going to this carrer) So, i would like to extend this discussion with this views even further to you guys of the forum of DayZ. I understand is a presumptuous topic, and too much extensive, but if you guys have patience to read (most of) it, and forgive my non-native flawed englishwe could have a productive topic. What you guys think? The idea is that, as we advance in debate, I edit and change the topic and suggestions orders of these topics. Also a realistic view of programming difficulties should be considered, if you don´t have any idea how programming workds, keep your suggestions short and open then. 1) Zombies 2) Server hoping 3) Zombies Spawns 4) Inventory and storing itens 5) Bandit System. lets go into details: --------------------------------------------------------------------- 1 Zombies are obviously the main thing that should be improved in the game, after all, it IS an zoombie apocalypse. There are several aspects of the zoombies that need to be tweeked in our humble opinion 1.1: Speed, The most debated aspect about zoombies is how they move. Most people playing for more than a week have already noticed that zoombies far away will run in a turbo mode till catchs you and then lag behind and the same speed as you. They don´t actually slow donw, thy just try to hit the air and miss, lagging behind for a couple of seconds. This means that if a zoombie ever notice you, you won´t be able to "lose" then no matter what. You'll have 2 options: Try to shoot then down in that ridiculous zig-zag speed, run away and exploit the ladders/mountais glitches to gain distance and try to shoot then down again, or the old exploit trick: Logout. Suggestions how to improve the zoombies are countless, but is common sense that zoombies should run as fast as the player, or less. The increased difficult to counter that should be obviously: Disable the Disconnect Exploit, Increased Zoombie numbers, and maybe something more that you guys may come with. 1.1.1 I have personally one sugestion: Humans have a base 100 speed + initial short sprint of 120 (this is already in the Arma code) , zoombies have base speed of 87 (due to their putrid nature), and an initial sprint of 110. But a counterbalance system to that, should be added: Every filled slot on your bag will add weight to your char, so you lose 1.5 units of speed per slot, eventually a full Coyote bag will loose you 24x1.5=36 of speed, making you at speed 64, after an initial sprint, if you gain a good 100 meters of distance from the running ord, you'll have only 15~20 seconds before the zoombie catch you. Sounds to hard? Then i suggest adding the feature of dropping your bag while running to increase your speed. Sounds too easy? People will start losing their equipment very fast depending of the landascape and the amount of zoombies they had to get rid off, you'll start finding lost bags everywhere in the map! Also, lost bags mean, lost basic equipment, the game to a full equiped player will start to feel hard again. Not only the equipment should slow the player down, decreased blood, infection and pain also should, how they would affect? That would need to be tested for balance and would also depends on how hard it is to implement to our dear Rocket. Sprinting speed and duration should also be tweekd. 1.2 Running and Shooting. There is also an obvious problem when running away from zoombies: YOU CANT SHOOT BACKWARDS, or while running. While i do think, allow shooting while running is unrealistic and is an inherited feature of arma II, the only option of stoping, turning around and aiming down the sights, isn´t acceptable since this would always make you be hit by two or 3 zoombies and this means you could die by a single zoombie if you have less than 8k of blood (i know, happened to me once) the time it takes for you to stop, turn 180 degrees and aim down the sight to shoot super-marathon-speed-like zoombies in your direction is, UNREALISTIC. Some ways of shooting, completely poor in acurrancy, but backwards, without the need of stoping completely, should be added. Maybe just allowing to shoot down the hip with no accurancy while jogging backwards could be an option, no one run away backwards anyway because is just too slow. 1.3 Zoombies Perception Zoombies are very dumb to detect a single human crawling 2 meters in front of then, but in a larger ord in the dark of the night with lots of screams they can still don´t loose sight of you while in chase like it was bright day light. The nature of obstacles in arma also makes you sometimes, standing without reason and attracting zoombies as far as 15 meters away. Sometimes zoombies also shows a high level of perception, even sobrehuman, if you shoot a rifle in the middle of a forest, relocate and stand crouched still, they can still find you no matter how and they know the exactly location where the shot came from. In the matter of sight, some zoombies can, somehowm, distinguish you walking slowly as fas as 50 meters. After all can zoombies really distinguish humans from thenselves that easily? We can notice that zoombies has two states: LURKING/BERSERK. In berserk mode they become super-humans, and can virtually track you anywhere, catch you anywhere, and keep up with you running in any circustance. Again i would like to nerf then down and add difficult compensating by some other approachs, again an increased number of zoombies could be a better aproach. Also, adding random zoombies inland and in woods, that would be spawned as you approach the peripherical zones of the map could be an option. With the previous sprint/speed tweak i mentioned, this would mean that you would be already tired jogging at 100 speed, when you face a new zoobie rested just 50 meters aways in the woods who can sprint up to 110 speed, and would catch you even if you are running. 1.3.1 About the zoombies states: LURK/BERSERK, i would suggest nerfing the berserk AWARENESS, but adding some sorth or intermediante state before going berserk, if you make some step noises, they would move their random lurk towards the noise, and maybe even start to walk a little faster, so you would need to lay down so those zoombies don´t notice you by sight and get the hell out of the spot where you made the noise. By this logic, increasing a little the zoombies hearing capacity without making their go berserk by any sound, could be a good balance of nerfing a little their sight ability. AFter all, if you are a dumbass zombie, and see a silhoute of a man 10 meters away walking slowly and crouched, coudl very well be other zoombie, no? =============================================== 2. Disconnecting and Relogging has extensively been debated latter, so not much point in going into details. one of the best suggestion IMHO, is using the already exysting system of tent. If you don´t logout in a tent, your body persist in the server as longs as 30~60 seconds and you won´t respawn in your exactly logout spot, but in the last place you put a tent. Some changes to the tent system would be: 2.1 Increase the tent loot spawn. 2.2 They can only be planted away from the cities in a considered safe zone area. Could be a hassle walk 1km away from a city to put a tent, but make sense, since you cant keep connected while not playing so the tent could be easily looted and attacked, so, make you walk to counter that. 2.3 The tent also hold itens, you can choose to never dismantle then so you can have a place to store itens, but since they can only be deployed in plane zones they would be easily spotteable by burglars. If not a big server load, tentes should stay as good as 2~3 hours inplace even after the player disconnects, if the player logs in a different server, then the tent dissapears and go to the other server with the itens. 2.4 After you logout, the tent should stay for about 30 minutes to even more, 1 hour, inplace as long as you don´t enter other servers, so other players can loot then. By disarming the tent you have to take all the itens away from it and carry it somehow with you. Those tents should be persistent if you leave then as longs as you are in the server. 2.5 Currently collecting parts and fixing a car is a very hard thing that is not rewarding enough, if the server crash, you loose all your effort, cars could be also saved if parked close to a tent (or maybe work as tent and saving point thenselves? Problem is, if some player steal the car, how would the "saving spot" be transfered? Needs some work.) 2.6 A player can´t put more than one tent (to avoid server load). If you try to punt a new tent, either you'll lose the old one (with all their items) or simply won´t be able to place the new tent (i prefer the first option) ================================= 3 Spawn of zoombies and loots are very predictable. If a player enters a zone of zoombie spawming, like a small city, you will at first sight, with an binocular look at the city completely empty and would think "hey nice! a safe city, maybe there are people in there?" and then just as you are walking crouched behind a house, sundelly 3 zeds pop out just at your front and side, and instantaneous attack you. Well, that DID happened to me and some friends of mine on the first Dayz. We now know, that as we approach the city, we get close enough, and then wait for zoombies to spawn to finnaly infiltrate the city. This is also a exploiting war of reloggers, to know if there are somewehere already camping in an hot area like the NWAF. If you spawn in the middle of the airfield and there is no zoombies, you know there is no one there. This issue also make killing zoombies something pointless, because, if there is another zoombie spawn close to ours, shooting would attract those zoombies, empty that spawn and in a couple of minutes MORE zoombies would spawn as if there where noone in that neighboard sector. Killing and cleaning cities become also a pointless activity only to waste ammo, holding a city is impossible unless it is full of players constanting occupying the spawn zones, if one player leave, then zoombies will spawn instantly. My suggestion and that of some friends is: 3.1 Increase the amount of actual zoombies a city can hold and disable the re-spawn of that city for as good as couple of hours it stays completely empty of players. This means a city that once was hold safe can only be occupied again by zeds if it is abandoned for good. Also, if a player trigger zoombies spawning in a city, kill a couple of then and go away, does not clean up the zoobies that was spawned there for as good as 2 hours, of course, don´t calculate their behavior with no player around, but just freeze their last location and numbers in the script till they are retriggered (dunno how much load this would add to the server) For large cities that are also constantly present of players like Cherno or Elektro, an alternate to make zoombies always a problem is making zoombies spawning in the close peripherical forests and woods and make then walk in direction of the city, like they were attracted by the noises, flashes and smells of the city. This could give us a nice feature of a unsaid "A ZOOMBIE ORD IS COMING". so even if we secure Elktro, there would be always some new zoobies coming from the woods and, ammunition, to keep then away, would be a problem. Wire-fencing to prevent them entering cities from the sides would make even more sense now, not only to block a camping spot of a bandit. 3.2 Zoobies spawning inland and at forest. At a reduced number, but make they still there. 3.3 Optimizing zoombie spawns. I may have studied programming in my university, but i understand all those ideas can be as good as uselles because of difficult in programing, specially if they aren´t sponsored by a full staff of a software enterprise. So, in practice, simple increasing the Zoobies isn´t a easy task because would give lots of loads to server both in Processor power and bandwidt to process the extra amount of zoombies. thus clever optimizing should be implemented! One idea is peripherical spawning, not in-locus spawning. This way if you are 1km away from a city you can already see with binocular if there are zoombies in there, but further away the map with no players is idle in activity to the server. Dunno if that 1km radius is too much straint already, but some optimal way to improve the spawns is something essential to make the game better. I could only come with this humble suggestion of making peripherical zones spawn zoombies, and not the zone you actually enter like described previously but only Rocket himself can program to his liking and methods and come with an effective way of optimizing any of these suggestions if he finds usefull. This could also work well with putting the tent suggestion of putting relogging tents as far as 1km away from zoombie spawning points (cities). ------------------------ 4 Inventories Part of this is already explored in the Tent system on item 2, but there is not much to be said in this metter. Inventories are broken real bad, itens keep disappearing, but the bag system is a clever and realistic system, just need a more pratical and faster way to be manageable, if the code permits, and a way to safely store a larger amount of itens from server to server apart of our bags would be a good addition, specially cars, this is already debated on the item 2, tough. ------------------------------- 5 Bandits is a hottopic, but not particularly that important. We have an impasse that is: Skins are an alternative to make people value more thenselves and don´t go on a killing spreed by being completely annonymous, but different from real life where you can judge the carachter or even reputation by a person by its looks, the alternative of regular generic skins is also imperfect. We don´t have a pratical solution, so is a good thing to be debated in this topic so i can edit and add here. ---------------------------------------- Extra itens to be debated and that could take place of some of the top 5. - Loot redistributated and (little) increased (More reason for you to go inland, add more hotspots in chernarus while decreasing the chance of being ambushed in obviously hotspot of bandits like the airport, etc...) - Stamina/tiredness system (slow you down to a point you can run faster than zoombies, get you sicken easier and more severe), could make you pass out, decrease your aimed accurancy and in the end oblige you to make a shelter/tent and lay down for the night) -Meele system. (just a crude one since i believe could be hard to implement since is completely absence from the game, maybe just a slow strike that can slow down a single zoombie by hit could be already an option. Adding axes and baseball bats, could be cool, in a realistic and not OP manned, for a desperate resort agains just a couple of zeds, but we understand that implementing that could be too hard). TL;DR read the main 5 suggestions and look for Bold text of your interest and discuss, whatever i could use of it i'll edit and change here. Thanks for your patience. -EDIT 1 : Fixed some massive grammar errors and shortened some descriptions to a less massive text.
  10. sephirotic (DayZ)

    Don't add to much features

    if the stuff added is realistic and basic i don't see why it shouldn´t be implemented. Things like meele, stamina, ammo breakdown, removable scopes, stashes etc should be implemented.
  11. sephirotic (DayZ)

    Play audio when nearby player Aborts to lobby

    i'm pretty sure we will have a proper reconnect/save system, the way the spawn and server hopping is know is completely not fairplay. If the sound alert could be implemented asap while a proper respawn system is implemented then i aprove as a temporary feature.
  12. sephirotic (DayZ)

    Please add a "Are you sure?" Button to "Respawn"

    Adimit, you were server hoping, clicking abort, and clicked respawn by mistake. Anw, i not sure this can be changed so easily since is an inherit of arma game. but if it is easily, then yes, i approve.
  13. sephirotic (DayZ)

    Rifle Butt Knockout

  14. sephirotic (DayZ)

    Zombie population

    I'm for the idea that zoombies shouldn´t respawn as you enter an spawn zone, but only if you are in the peripherical area of the spawn zone. After a player enter the spawn zone, zeds shouldn´t spawn anymore. After you hold a city, then the things invert: In the nearby forests and woods, new waves of zeds will spawn and head toward the city. With this limited respawn, an increased zoombies count should be a counter, if you shoot your gun, in a large city, you migh as well atract 40+ zeds and have a real pain killing then all, but after you do, that's it, the city should be zed free and not this buggy things of zoombies spawning 2 meters away from you.
  15. sephirotic (DayZ)

    Frisking (searching living victims)

    Not many point in checking the inventory apart from the backpack. Taking the main gun would be nice tough. Could be a good idea but i believe there is other priorities to be implemented.
  16. sephirotic (DayZ)

    Zombie Guts / Distraction

    Zoobies shouldn´t even have the good sight they do. After all they have lost intelligence so how can they distinguish a person walking slowly 50 meters alway from another ZED? For the sake of realism, shouldn´t make difference wearing gut or not, vision sight should be nerfed. Only a running or standing person quite close (less than 30 meters) should attract zeds.
  17. sephirotic (DayZ)

    Bulletproof vests/flak jackets and helmets.

  18. sephirotic (DayZ)

    TOP 5 Things that should be Tweaked.

    Shameless bump.
  19. sephirotic (DayZ)

    Bulletproof vests/flak jackets and helmets.

  20. sephirotic (DayZ)

    Bulletproof vests/flak jackets and helmets.

    You guys do realize that IRL today there isn´t a single bulletproof vest, military grade that can outstand a 7.62x39 shot effectively that weight less than 20kg right? Add this to your backpack and inventory and your player shouldn´t even be able to walk properly. On a side note tough, a pistol shot on the back, through the backpack should have reduced damange, all the crap on the backpack should slow the bullet down. Also, OP, love Evangelion, my FAV anime, my nick is a subtle citation of Eva, why do you have a Rei avatar instead of an Asuka avatar? :3
  21. sephirotic (DayZ)

    Slower zeds running idea

    use the search function. There is countless posts about nefing the zoobies speed.
  22. sephirotic (DayZ)

    Zombie spawn (and respawn) logic suggetions

    you have a very similar idea of mine here my friend: http://dayzmod.com/forum/showthread.php?tid=6665
  23. Use the search funciont, i made the same suggestion here: http://dayzmod.com/forum/showthread.php?tid=6665 there are other threads with this too.
  24. sephirotic (DayZ)

    ACE-like inventory system

    I love the ace features, and even added some of it on my suggestions here: http://dayzmod.com/forum/showthread.php?tid=6665 On my suggestion i add that if you need to run away from a zoombie ord with your backpack, you have the option to temporary drop it while running to increase your run speed and get away from Zeds. But i only agree with this hardcore Ace system, if other issues are fixed first, like the tents and backpacks being persistent, so you can store your itens. Also, zoombies must be fixed too and have less stamina and speed than you, then we can implement ACE in DayZ.
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