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November Round-up

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I'm quite happy with the way the zeds' pathfinding works now.  They don't seem to go wild with speedhacks anymore.  Plus hitting them is MUUUUCH easier according to what i've seen in the video.  I was recently killed by a zed in the mod because i couldn't hit him at point blank with a machete.  Skippy bastard.  Good progress gents.  Keep up the splendid work.

 

You should play Killing Floor the game if you want to see proper zombie pathfinding and hit detection/animations, etc.

 

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how about sleeping is some sort of fatigue system; the longer you play the more tired you get. so if you play long periodes of time without logout you get certain physical restrictions like your view gets a blur or you cant sprint as fast and so on. so the sun might come in even more of a factor you have to consider the longer you play.

 

authenticity wise that feature would be cool. hardcore wise that means two accounts for weekend marathons.

sounds like a good market strategy to me

Edited by Itchy_Scrotum
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You should play Killing Floor the game if you want to see proper zombie pathfinding and hit detection/animations, etc.

 

 

One of the major issues (at least for sharpshooters) with KF on higher difficulty levels is the messed up hit detection

Edited by Elo
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You should play Killing Floor the game if you want to see proper zombie pathfinding and hit detection/animations, etc.

 

 

Two very different engines.  I own killing floor and disagree with a bit of what you say.  A splendid example is the difficulty.  There is a map (I haven't played so long and can't quite recall the name) where you could outsmart the AI's Path-Finding and generally make use of that bug, as well as that of the spawns.

 

Your statement however, does not reflect standalone, the engine it's based on, or otherwise the proper hit detection or animations based therein.

The engines as I've noted in past posts as well as this one are exceptionally different.  Tripwire's Unreal Engine is highly different from Real Virtuality.

Proper hit detection, damage, animations, audio, etc. cannot be determined based on comparisons between two totally different products.

 

Cheers for the concept.

Just my two cents worth.

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any link sorry i dont read reddit i come here the official forums for my source on dayz info :)

 

Hehe, I don't blame you for using that logic. ;)

 

The sad truth is that most of the answers to a lot of the speculations in this thread exists on reddit straight from rocket himself. I simply keep his comment feed saved as a tab and check it once in a while (i.e. every five minutes...)

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Server testing hasn't even broke the limit they made two days ago. Unless we suddenly see the test server spike and break 30 - 40 players, I highly doubt it will be out next week.

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Server testing hasn't even broke the limit they made two days ago. Unless we suddenly see the test server spike and break 30 - 40 players, I highly doubt it will be out next week.

Two more years! Oh, Bama, how great thou art.

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Couple pictures; includes Wrench and Binos :)

 

qt7CHpS.jpg

 

wrench4.png

 

GEEkRDG.png

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Dat detail.

 

Shame it'll be wasted on my computer. I think i'll have to run SA at low as well.

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Dat detail.

 

Shame it'll be wasted on my computer. I think i'll have to run SA at low as well.

 

If you haven't seen the testing footage; it was on around normal or high settings.. It was reported that on a very low graphical setting would cause lagging issues.

 

 

kiuUzb1.png

 

Testing footage from 11/15: http://www.youtube.com/watch?v=2aRJhG2TwR0

Edited by TIC321

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You know what...I actually really enjoyed playing on lower populated servers (like 15-20) and it actually made encounters much less predictable...(it also made the experience more or less completely hacker free!)

That's how I learnt to be a ninja and stay out of sight, observing people that would never even know I was there...Or that I could have put a bullet in their brain if I had wanted to.

 

The thought that there were other people playing the game in a similar way made it all the more enjoyable. Encounters were tense, but I would always do my best to help anyone in need, like giving morphine and blood, or even donating a gun here and there to total strangers...Rewarding stuff.

Edited by soapmak3r
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You know what...I actually really enjoyed playing on lower populated servers (like 15-20) and it actually made encounters much less predictable...(it also made the experience more or less completely hacker free!)

That's how I learnt to be a ninja and stay out of sight, observing people that would never even know I was there...Or that I could have put a bullet in their brain if I had wanted to.

 

The thought that there were other people playing the game in a similar way made it all the more enjoyable. Encounters were tense, but I would always do my best to help anyone in need, like giving morphine and blood, or even donating a gun here and there to total strangers...Rewarding stuff.

You and me both, anymore then 20 and Its just a glorified mess

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You and me both, anymore then 20 and Its just a glorified mess

 

I think as long as you give players a reason to spread out it's fine. So making the coast and airfields less attractive or at least more equal to some of the internal cities.

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Meh, it's a toss-up. If you stay on the coast (in the mod) you're obviously going to encounter a shitload of people.

 

But with mid-low population servers, I rarely encounter people when I'm up north. I want that whole experience where you seldom encounter people. But at the same time, I don't want to be completely unconcerned about people.

 

For instance, in my first playthrough, I camped out at this barn near Myshkino which I mention a lot. I threw flares along the perimeter and actually patrolled it in the middle of the night, thinking that players would actually be a threat. But nobody ever came in three or four hours. Later on, after playing a lot, did I realize that that patrolling was pretty useless in terms of encountering folks.

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If you haven't seen the testing footage; it was on around normal or high settings.. It was reported that on a very low graphical setting would cause lagging issues.

 

 

kiuUzb1.png

 

Testing footage from 11/15: http://www.youtube.com/watch?v=2aRJhG2TwR0

I'll give my specs for a second and then think about rocket's specs for his comp.

 

i5 3230 (2.6 - 3.2 ghz)

Nvidia 610gt 1gb

4gb ram

15.6 inch screen

500gb hdd.

Laptop. Which means all those components are mobile models(and therefore slower and prone to overheating).

 

From what i've seen rocket has a decent quality Alienware, most likely putting it leaps and bounds ahead of my system.

 

 

This is why i think i'll have to run SA on low.

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Laptop gaming FTL unless it's Alienware lol

Nah, I got a really nice Lenovo Y500 with a core i7 3630QM and a GT650 2GB and 8GB of DDR3 RAM, and it is a hell of a lot cheaper than an Alienware, and is a decent gaming laptop from what I have tested on it. Very respectable performance.

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Nah, I got a really nice Lenovo Y500 with a core i7 3630QM and a GT650 2GB and 8GB of DDR3 RAM, and it is a hell of a lot cheaper than an Alienware, and is a decent gaming laptop from what I have tested on it. Very respectable performance.

I wanted one of those but they were hard to get over here. Ended up getting a Lenovo b590 with the i5 and nvidia graphics.

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Laptop gaming is just lose man like even IF it has full size keyboard it's still seems too bunched up and overheat issues usually. Plus desktops of equal or greater spec is 99% of the time a shit ton cheaper especially if you build it.

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Unless your playing at work or school or something then it's FTW lol

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