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New patch coming soon to dayz

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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.

Awesome job!

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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.

Argamore has given a batch of cookies to the developers and mods!

Holy crap guys, this looks incredible!

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Do we have an ETA on the new build now that Rocket's back? I'm due a DayZ binge. :)

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Looks super cool. Sucks that it wont be in .7 though.

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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.

I like the idea of more relentless zombies that follow you more but not the other ideas. You've gone down the 'super zombie' route. More attack range? Are they inspector gadget zombies with go go gadget arms?

Just cranking up the zombie 'stats' so they are harder is not the answer, makes it too much about the zombies and shifts the focus to PvE,

The Zombies need to be respected and if you f*ck up they get you, but you shouldn't also be spending the entire time finding off endless super strong hordes of them because one happened to see you 100m away.

Also leave the hatchet alone.

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Wow! Small things like this just blow my mind!

Edited by Gafen

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That looks great, and the crafting system seems like it'll actually give some freedom to discover recipes on your own. I love it. And I guess I have no choice now but to be a bandit... Thanks :P

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I love the fact that everybody loves the old bandit skin and they will be rocking it when the patch comes out. They seem to all be noobs becasue in reality the old bandit skin is the opposite of camouflage and you can spot them from miles away as little white pixels on a gren backround. So its gonna be easy hunting all you noobs. Everybody knows this son thats why in breaking point its better to put on a skin instead of running around with the bandit skin.

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I like the idea of more relentless zombies that follow you more but not the other ideas. You've gone down the 'super zombie' route. More attack range? Are they inspector gadget zombies with go go gadget arms?

Just cranking up the zombie 'stats' so they are harder is not the answer, makes it too much about the zombies and shifts the focus to PvE,

The Zombies need to be respected and if you f*ck up they get you, but you shouldn't also be spending the entire time finding off endless super strong hordes of them because one happened to see you 100m away.

Also leave the hatchet alone.

You can't just 'leave the Hatchet' alone. It's completely overpowered. It makes the Zombies into what they are now- complete pushovers. I-... Look., this isn't the place to argue this. I posted what I posted because I tested it out. I know how it plays- I played it, so don't post your suppositions on how you think it would ruin gameplay, because I've tried that gameplay. If you disagree with me that's fine, but take the discussion here, instead. No need to clog up the Patch Notes.

http://dayzmod.com/forum/index.php?/topic/136821-new-custom-mod-cruelz-very-basic-much-harder/

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Looks like I am playing Dayz again when this update is rolled out in June. Awesome job!.... 8-)

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You can't just 'leave the Hatchet' alone. It's completely overpowered. It makes the Zombies into what they are now- complete pushovers. I-... Look., this isn't the place to argue this. I posted what I posted because I tested it out. I know how it plays- I played it, so don't post your suppositions on how you think it would ruin gameplay, because I've tried that gameplay. If you disagree with me that's fine, but take the discussion here, instead. No need to clog up the Patch Notes.

http://dayzmod.com/f...ic-much-harder/

The hatchet as it is right now fails a LOT

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The hatchet as it is right now fails a LOT

I acknowledge that as your opinion, but all that tells me is that you aren't using it right, since it works for me 90% of the time. It's just like any other weapon in DayZ- you need to practice to be good with it. I have had a lot of practice. Timing your strikes with when the zombies are standing still, knowing the range of their attacks (you can stand outside of their range, and still hit them with an axe. Foul!) and aiming for the center of their body guarantees a hit every single swing.

Again, if you have any disagreements PLEASE take it to the CruelZ mod topic. I'd be more than happy to discuss the changes I've made there, but doing it here is a quick and easy way to get offtopic. Any replies that i've made that are offtopic are simply for the purposes of correcting others mistakes.

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Wow! Small things like this just blow my mind!

Hue Hue...

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Woah, thanks guys! Glad you're all diggin' my new journal / crafing design so far! It's still being developed but Horde and I are planning to get this baby up and running by the next release (not this upcoming monster release, unfortunately).

I made the call to pull the current crafting system as I thought requiring players to first find "blueprints" to craft anything just didn't feel right. This new method should allow for some more 'creativity'.

For the upcoming release, the stats box will still be replaced with this journal system though so look forward to that!

Here is the full gallery of concept images:

http://imgur.com/a/c5Zj6#0

  • Like 7

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@Razor: Seems like "bandit and hero" are still the path to go. Will there be an option to go as a survivor? A 3rd Card.

I was under the impression, that the 2-class-system of bandit and hero is replaced with a bit more flexible way that uses less labels. Are there any definite decisions on the hero-bandit-system made yet or is it a trial and error stage?

thx for any response.

Personal opinion: I'd prefer to see only one card, that changes according to what a player does, not according to how far he has progressed in his pre-planned career as a bandit or hero. People should make their own minds wether behavior is acceptable or not. The game should not have hardcoded ethics.

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People should make their own minds wether behavior is acceptable or not. The game should not have hardcoded ethics.

I think you are getting it wrong. The game does not allow or disallow things based on ethics, it just reflects your way.

So if you murder 1000 people, people may get an idea of you. So they can judge you better based on their ethics.

If they think they are cool with, then they still just can leave you alone.

I think it's also absolutely okay to reflect the way a player went through. If you chose to be an ass or angel, then you have the right that it somehow makes a difference, even if it's just cosmetic in nature. Ethics just doesn't disappear with a zombi apocalypse. It's still there, even in your own head.

=> If you chose to be an ass, you probably know best. ;-)

Edit

Btw, I love the new mockup! Such things really enrich the game. Giving a diary, which is more believable (a surviver would try to document his way) and adds more depth and immersion to the game, even enhances role play after all.

Edited by Ken Bean

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Can anyone elaborate on the added lootable buildings?

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