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November Round-up

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3 bullets means 3 days... November the 5th....

And I'm just sitting here...waiting for DayV...err DayZ.

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Upon closer analysis of a certain hicks photo (red eye remover and auto enhance) I have discovered a hidden detorsocated corpse and worm hole.post-166656-0-56497900-1383460768_thumb.

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I have TrackIR, works great with Arma and yes, you can see your feet))

All they need IMO is that little stance thing they have in Arma 3 or just press the inventory button if we get no HUD.

The inventory should show your stance.

I'd also like all the Arma 3 stances, in any case it's not like you'd move often without looking down at all.

I mean... Sit down without looking down, stand up without looking down.

I don't think its necessary to have third person with the character sitting there like that in the inventory screen.

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1st person is the immersion breaker.  In 1st person its far to easy to forget if you're squatting or standing, walking or running.  These are things you would never forget in reality and can only be simulated with 3rd person.  Until the Oculus Rift is available and I can have free form looking around, mainly including looking down and seeing my self to get at least some sort of feel for where my body is, 3rd person is the only way to give you a sense of self within the environment.  Otherwise I feel like I'm merely watching someone with a helmet cam on and have no immersion at all.

 

They could just put a stance icon in the UI. It works well in Red Orchestra.

 

Having said that there should be servers offering both styles. 1st person is ultimately the best for immersion in my opinion so hopefully there will be 1st person only servers.

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3,000 will probably be more than enough. I'll reserve judgment until I see it, and specifically the distribution of zombies. Obviously, I suspect the density will be higher in cities. But I'm more interested in the average zombie presence in the wild and in the smaller villages.

 

3.000zombies / 225km² = 13.3zombiers per km²

 

Considering that density will be higher in villages and cities we're probably looking at something like 1 to 5 zombies per km² in the wilderness

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3.000zombies / 225km² = 13.3zombiers per km²

 

Considering that density will be higher in villages and cities we're probably looking at something like 1 to 5 zombies per km² in the wilderness

I'd like less than that on the wilderness 1-2 roamers.

With hordes instead of lots of solitary Zeds.

Just a few solitaries.

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There are around 50 cities, towns and villages on the map to cover which does not include the new locations, Utes, and single farm house etc. I think 3000 zeds will probably be enough to cover these areas but we can't expect a lot of spawns in the wilds beside the occasional wood workers . Random spwaning herds could compensate that :-)

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There are around 50 cities, towns and villages on the map to cover which does not include the new locations, Utes, and single farm house etc. I think 3000 zeds will probably be enough to cover these areas but we can't expect a lot of spawns in the wilds beside the occasional wood workers . Random spwaning herds could compensate that :-)

u ever though the idea of a horde of zombies in the woods trough?

u attract them by accident or however in the middle of nowhere with nowhere to hide or outrun them, like u could in a town. genius...

it is almost 100% death, depending on how the zombies work now. because even if u can make it to the next town with 50 or whatever zombies running behind u, u will have attracted every other player seeing that huge crowd following someone, then he kills u.

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u ever though the idea of a horde of zombies in the woods trough?

u attract them by accident or however in the middle of nowhere with nowhere to hide or outrun them, like u could in a town. genius...

it is almost 100% death, depending on how the zombies work now. because even if u can make it to the next town with 50 or whatever zombies running behind u, u will have attracted every other player seeing that huge crowd following someone, then he kills u.

 

 

sounds like great fun...surviving a zombie apocalypse should not be easy...

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Goddamnitthishypeiskillingmeh.

 

Soon, boys and girls.. Alpher is commin' !

 

inb4: Changes were made the whole day in the steam database, regarding the game AND the server architecture, updates.

 

xoxo

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Would be nice if we could get a short 1 minute clip of the new zombies while we're waiting, and hopefully the zombies work like they do in Killing Floor the game.

 

I'm pretty sure they haven't completely reworked the zombies, as in their animations and movements and everything. When rocket has been speaking of the zombies, he means the server side zombie spawn system is working. That has nothing to do with what the final Zeds will be.

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http://steamdb.info/graph/221100/

 

We gotta sticky these links somewhere.

Bookmarked now, thanks :)

 

 

I'm pretty sure they haven't completely reworked the zombies, as in their animations and movements and everything. When rocket has been speaking of the zombies, he means the server side zombie spawn system is working. That has nothing to do with what the final Zeds will be.

I do infact think Dean has mentioned that the zombies are now fully functional. He mentioned that he was being chased by zombies and he only had his crowbar to defend himself - giving the impression that the new zombies were strong or difficult to kill solo, whereas the zombies in the mod are easy to outrun and escape if you know how.

This to me is clear evidence that there's new zombie pathfinding and it's been entirely reworked to a place where they're not buggy or terrible as before.

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Even if you're not a "roleplayer", just from a pragmatic standpoint of knowing how well you blend in with the objects around you is reason enough for me to like third-person.

 

This is a side issue, and there's not necessarily anything wrong empirically with the way you use it, but I think there's a bit of misuse with the term "roleplayer" in the DayZ community. Strictly speaking, roleplay is just that... playing a role. Looking the part doesn't explicitly have anything to do with that. Now, it has everything to do with shaping your character as do a lot of other things. But, as it stands now, there's really no character-building. So, it's roleplay in the most literal sense of "What role do you play? Doctor? Bandit?". Even this literal roleplay is very sparse in DayZ and could use a second look. To be fair though, some of the systems they've planned for SA will add variety to the specializations to which players can adapt.

 

I come from an in-character roleplay background (I doubt this will have any relevance here, but I roleplayed a character on SWG for eight years) and there really isn't any place in DayZ for that. Not that there necessarily can or should be (I personally think there should be) as that might be outside of the scope of DayZ.

 

I guess there's better games for it (RPG's, specifically...) but I love roleplay, and I'd love to see a few roleplay groups or servers pop up. I'd probably enjoy it, despite DayZ not being the first choice of Roleplaying Game for most individuals.

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Bookmarked now, thanks :)

 

 

I do infact think Dean has mentioned that the zombies are now fully functional. He mentioned that he was being chased by zombies and he only had his crowbar to defend himself - giving the impression that the new zombies were strong or difficult to kill solo, whereas the zombies in the mod are easy to outrun and escape if you know how.

This to me is clear evidence that there's new zombie pathfinding and it's been entirely reworked to a place where they're not buggy or terrible as before.

 

In the last dev-blog Hall stated that the current version of the zombies in the pre-alpha is good enough to meet the alpha release, but they are building new zeds from the ground up anyway which will make them even more effective later. Of course, one can hope that the version in the Alpha will be the new and improved zombies, but my guess is that they are just highly improved versions of the ones in the mod.

 

 

2 players now in the test.

Edited by SalamanderAnder
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Look at the post titles from SmashT.

 

September Round-up: DevBlog, #DayZDaily, PAX, GDC China

 

September Round up and its sources. 

 

October Round-up: #DayZDaily

 

Look at the October Round-up sources. Only DayzDaily, No Devblog. SmashT knew there wouldn't be any!

 

November Round-up

 

And November thread, no source at all. BECAUSE IT'S COMING!  #theories_to_conspire

 

Or SmashT is getting slackier every month.

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In the last dev-blog Hall stated that the current version of the zombies in the pre-alpha is good enough to meet the alpha release, but they are building new zeds from the ground up anyway which will make them even more effective later. Of course, one can hope that the version in the Alpha will be the new and improved zombies, but my guess is that they are just highly improved versions of the ones in the mod.

 

 

2 players now in the test.

 

Oh lord, the zombies are so many and my crowbar is so small.. New engine-based Zombies are are an overwhelming success in MP test #DayZDaily

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In the last dev-blog Hall stated that the current version of the zombies in the pre-alpha is good enough to meet the alpha release, but they are building new zeds from the ground up anyway which will make them even more effective later. Of course, one can hope that the version in the Alpha will be the new and improved zombies, but my guess is that they are just highly improved versions of the ones in the mod.

 

 

2 players now in the test.

Where on earth are you getting 2 players in the test from?

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If the zombies no longer zig zag around dodging bullets like they are fucking Neo then I will be happy. 

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