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leviski

New patch coming soon to dayz

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Why the release of this patch gotta wait for rocket?

Because some of the stuff that this patch is bringing has to apply with rocket, as he knows what is best for this great title. E.G The old bandit skin - it was so cool, that it made people WANT to become bandits.

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As far as i understand it every new patch has to be ok'd by Rocket as DayZ is his creation and he still has overall control of it.

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Why the release of this patch gotta wait for rocket?

Someone has to keep the community team's pandering to the vocal minority, at the cost of content, in check.

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Somebody has to keep server-hopping loot farmers in check to keep content in context.

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Im thinking that the SA may be announced by the time this patch comes

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I think broken parts wouldn't be that problematic.

broken firepin. some broken mechanic.

There could be a Mechanics-box in barracks that would allow for a player to repair a broken gun using the spareparts that are in it, but couldn't be carried around as you couldn't carry all spareparts for all items.

Would be a lot more fun in SA tough, as it would allow for found weapons to have randomized components. once repaired fully, it would be more reliable than if just picked up to use.

This would give an additional bonus to players who are alive for a while and take care of their equipment and punish people rushing to loot-sites to get the best rifle fast.

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Few little updates.

* [NEW] - Epeen UI has now been updated and renamed journal and new ui added quick demos seen below.

* [FIXED] - Most wallhack exploits should now be resolved.

* [uPDATED] - More loot able buildings (Iron barn, car wrecks, several non enterable buildings...) (Over 40 new locations)

* [REMOVED] - Crafting Removed. While we wait on the new ui the blueprint system does not feel correct.

Everything we setup around the crafting like the removal of all weapons with attachments have been re added to the loot tables.

All melee created weapons have been removed.

Once we get the ui updated a little more ill get some demos out i think everyone will agree the blueprint system would not work. It was ok for our testing.

The forums wont allow all images to be used ill try getting them updated :-(

Hero Stages.

https://a248.e.akama...27557752e6a7067

Bandit Stage

https://a248.e.akama...65353522e6a7067

Bandit Kills

journal_test_1_zps6dbf9392.png

Zombie Kill'journal_test_2_zps5dd8ee28.png

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Does anyone know how much time Dean needs to approve the new patch. I can imagine it's LOADS of information to go through. But do you have a hunch when you think Dean will approve it R4ZOR?

edit: Almost forgot to give you some credit for that amazing artwork, very nicely done!

Edited by Felixthefriendlycat

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Does anyone know how much time Dean needs to approve the new patch. I can imagine it's LOADS of information to go through. But do you have a hunch when you think Dean will approve it R4ZOR?

I would like to know this aswell.

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-snip-

Hello there R4Z0R! That looks amazing! :P Looking forward to it big time!

Just a question: I see you have 3 phases of bandit and 3 phases of hero. Do these phases in the journal also represent changes on the player's character ( i.e clothing/skin) or is it purely to show what humanity you are at?

Edited by Zarniwoop
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Can anybody elaborate on the Zombie improvements?

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Aww I was excited for the crafting system I hope you guys can work it out soon but really nice job!

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I saw a lot of discussion several pages back (around the 18-21 page area) and just wanted to chime in. It seems like a lot of people are making suggestions for the zombies without really testing them out- that seems a little bit silly. As an experiment, I actually went and made my own mod. It's Vanilla DayZ, with only some minor script differences.

Zombies ->

In the version that I started modifying, 1.7.6.1, Zombies used a pure LoS check to determine if they should chase a player, once he had already been acquired as a target. What I found out is that these LoS checks include things like other zombies, the grass on the ground, bushes, windows, glass, and don't take into account distance. They could watch you go around a corner from two feet away and lose LoS. If that happens to be when the counter ( a variable that determines when the check takes place ) says so, they'll start Loitering instead of chasing you.

SO. What I did, was essentially make it so that they will always chase you unless the terrain is in the way, or you're more than a distance of 500 away. What this did was make it so that the zombies almost never stopped chasing you. Lines of 50 or more zombies became fairly common if you were sighted. They were scary again- because it became maddeningly difficult to find anywhere safe. If you stopped, they'd maul you to death, since I increased the range on their attacks, the damage, and their accuracy.

Oh, I suppose there's one more important thing. Nerf the Hatchet. It's a mean, cruel change, but one that's necessary. The hatchet being a one hit kill means that a single survivor can effortlessly and silently bottleneck hundreds of zombies and kill all of them without taking any damage. So, nerf it. Headshots are still a onehit kill though, so it makes combat more interesting.

Anyway, I'd bet many people think they won't like these changes. I have only this to say:

I've played it. I made a mod, played it with friends, and had fun in Vanilla DayZ for the first time in months.

Edited by Zetal
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Whoa whoa, more lootable buildings? When did that happen? Awesome

Edited by Powell

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There are some seriously forking cool things being added into the mod :o

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I saw a lot of discussion several pages back (around the 18-21 page area) and just wanted to chime in. It seems like a lot of people are making suggestions for the zombies without really testing them out- that seems a little bit silly. As an experiment, I actually went and made my own mod. It's Vanilla DayZ, with only some minor script differences.

Zombies ->

In the version that I started modifying, 1.7.6.1, Zombies used a pure LoS check to determine if they should chase a player, once he had already been acquired as a target. What I found out is that these LoS checks include things like other zombies, the grass on the ground, bushes, windows, glass, and don't take into account distance. They could watch you go around a corner from two feet away and lose LoS. If that happens to be when the counter ( a variable that determines when the check takes place ) says so, they'll start Loitering instead of chasing you.

SO. What I did, was essentially make it so that they will always chase you unless the terrain is in the way, or you're more than a distance of 500 away. What this did was make it so that the zombies almost never stopped chasing you. Lines of 50 or more zombies became fairly common if you were sighted. They were scary again- because it became maddeningly difficult to find anywhere safe. If you stopped, they'd maul you to death, since I increased the range on their attacks, the damage, and their accuracy.

Oh, I suppose there's one more important thing. Nerf the Hatchet. It's a mean, cruel change, but one that's necessary. The hatchet being a one hit kill means that a single survivor can effortlessly and silently bottleneck hundreds of zombies and kill all of them without taking any damage. So, nerf it. Headshots are still a onehit kill though, so it makes combat more interesting.

Anyway, I'd bet many people think they won't like these changes. I have only this to say:

I've played it. I made a mod, played it with friends, and had fun in Vanilla DayZ for the first time in months.

This would actually be awesome. Most of the time, zombies are a mere annoyance, or a marker/trail leading you to other players. I'd love to see that change.

Also, zombie trains. Please.

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Few little updates.

* [NEW] - Epeen UI has now been updated and renamed journal and new ui added quick demos seen below.

* [FIXED] - Most wallhack exploits should now be resolved.

* [uPDATED] - More loot able buildings (Iron barn, car wrecks, several non enterable buildings...) (Over 40 new locations)

* [REMOVED] - Crafting Removed. While we wait on the new ui the blueprint system does not feel correct.

Everything we setup around the crafting like the removal of all weapons with attachments have been re added to the loot tables.

All melee created weapons have been removed.

Once we get the ui updated a little more ill get some demos out i think everyone will agree the blueprint system would not work. It was ok for our testing.

The forums wont allow all images to be used ill try getting them updated :-(

Hero Stages.

https://a248.e.akama...27557752e6a7067

Bandit Stage

https://a248.e.akama...65353522e6a7067

Bandit Kills

journal_test_1_zps6dbf9392.png

Zombie Kill'journal_test_2_zps5dd8ee28.png

Cool as heck! :)

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I guess we are getting a release date tomorrow?

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did you look at this is madness or short timz mod?

maybe you could get some help there considering crafting as they did a really god job there and as far as i know they made it all themselves.

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I guess we are getting a release date tomorrow?

I kinda have a feeling that Dean is not that much interested in the mod, like some people here are.

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Here is a little WIP on the journal.

https://a248.e.akama...06d5a612e6a7067

maxed out bandit:

https://a248.e.akama...130646b2e6a7067

maxed out hero:

https://a248.e.akama...a456f422e6a7067

Maxed out hero's card WITHOUT player kills:

https://a248.e.akama...64865482e6a7067

Maxed out bandit's card:

https://a248.e.akama...758766c2e6a7067

Crafting

http://a248.e.akamai...64b66712e6a7067

This is WIP and may change in design.

This will not make .7 but it gives you a little info on the direction we are going and the reason we pulled crafting.

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Here is a little WIP on the journal just so you can see why we pulled crafting and see where we are heading.

https://a248.e.akama...06d5a612e6a7067

maxed out bandit:

https://a248.e.akama...130646b2e6a7067

maxed out hero:

https://a248.e.akama...a456f422e6a7067

Maxed out hero's card WITHOUT player kills:

https://a248.e.akama...64865482e6a7067

Maxed out bandit's card:

https://a248.e.akama...758766c2e6a7067

Crafting

http://a248.e.akamai...64b66712e6a7067

This is WIP and may change in design.

This will not make .7 but it gives you a little info on the direction we are going.

Its, its... Beautiful!

Edited by TMW Se7eN

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