Caboose187 (DayZ) 3036 Posted June 3, 2014 Or they're just waiting to change the renderer to something that'll be closer to Arma 3 during night time and jacking up the gamma won't make such a massive difference.I really hope you're right. Share this post Link to post Share on other sites
hefeweizen 254 Posted June 4, 2014 I really hope you're right.Well, they already said that changing the renderer is the plan. Probably switching out DX9 for DX11, possibly OpenGL. They've said that such a change will key for making night time more playable. As it is a lot of things that have to do with lighting can't be fixed without a tremendous amount of work, that would have to be redone if they changed to a new renderer. Share this post Link to post Share on other sites
execpro22 128 Posted June 4, 2014 Break it down, an airfield barricade aint even gonna last a day. Then whats the point of including barricades if they are as useless as you make them out to be? Im sorry, but I dont believe barricades are gonna be as easy to get through as you think they are.... Share this post Link to post Share on other sites
execpro22 128 Posted June 4, 2014 Barricades are not a magical force field that deny other players access to the barricaded area permanently, they're simply fences/sandbag walls/etc that are secured in some form or fashion by another player/group/clan. They can be torn down, destroyed, presumably they will be able to be climbed over (maybe? hopefully?) to allow other people (or even the original creator, if s/he lost his/her key to a padlock for example) access to what's inside. The only thing that is being talked about here is preventing people from ghosting into a base and jacking everything out of it. That said, barricading barrack or military tent city isn't a bad idea, assuming you can get enough time and material to do so. You'd probably have to do it at night with camp fires, flashlights, flares, and lanterns illuminating your working area, which would of course act like a huge HEY HERE I AM beacon. Think. If barricades could be just simply climbed over or under they would be useless! Trust me on this guys. As sson as barricades become a thing you are gonna have a lot trolling and frustration going on. Thats not to say I dont want them because I love the idea of barricades I'm just saying you guys are in for a rude awakening when they first come out... Share this post Link to post Share on other sites
sloasdaylight 129 Posted June 4, 2014 Think. If barricades could be just simply climbed over or under they would be useless! Trust me on this guys. As sson as barricades become a thing you are gonna have a lot trolling and frustration going on. Thats not to say I dont want them because I love the idea of barricades I'm just saying you guys are in for a rude awakening when they first come out...Yea, that's a good point about climbing over them. I was more thinking of a wall, but you raise a good point about them not being very useful if you can just climb over them. Share this post Link to post Share on other sites
Katana67 2907 Posted June 4, 2014 Well, certain barricades are designed to impede movement/visibility (i.e. fences) and some are designed to deny access (i.e. locked doors). They're different concepts, both of which have a use. 1 Share this post Link to post Share on other sites
Bororm 1156 Posted June 4, 2014 Think. If barricades could be just simply climbed over or under they would be useless! Trust me on this guys. As sson as barricades become a thing you are gonna have a lot trolling and frustration going on. Thats not to say I dont want them because I love the idea of barricades I'm just saying you guys are in for a rude awakening when they first come out... I don't care how hard they are to break, you put one in a high traffic area, people are going to break it down. It's not going to last long if you barricade a barracks at the airfield, you can't be there to watch it 24/7. I've played plenty of games with similar concepts, including some of the mods that did the same thing. Also, I'd be playing the wrong game if I didn't enjoy "trolling" and frustration. Share this post Link to post Share on other sites
DayZ_Friendly 145 Posted June 4, 2014 Barricades will be nothing when C4 satchel charges or grenades become available. This also brings up another potential problem. If they ever implement destructible buildings, what happens when you log into a building that was there before, but ain't there no more? I can see base building and barricading to be fairly straight-forward on private hives...but public hives???? I can see the ultimate solution to all of this is to divide the world into two groups. The "outside", which is not enclosed by any structure, and "inside", a particular area that is enclosed and has specific entry points (single or multiple.) Players will not be able to log into an "inside" structure whether it is barricaded or not. This simplifies a lot. Ownership of "inside" structures will basically come down to locking entrances. This allows for both barricading existing structures as well as building new "inside" structures. The only change in code would be that if a player is trying to log into any "inside" structure, he is automatically moved to just outside the structure. Share this post Link to post Share on other sites
nexventor 429 Posted June 5, 2014 I agree that anything involving a lock or barricade, needs to be counterable. Not just counterable, but requiring a specific counter. Agreed EVERYTHING should be counterable but most importantly by the same amount of time it took to construct. That was my biggest criticism of epoch. It would literally take weeks of building only to be able to be destroyed in minutes. If a wall takes 5 minutes to construct then it should take 5 minutes to be destroyed. Likewise if it took x amount of supplies to build, it will cost x amount of supplies to destroy. Share this post Link to post Share on other sites
Jamz 253 Posted June 5, 2014 I remember mentioning this months ago. The easiest way I could see of enabling player owned structures would be to allow the player to barricade certain structures only. The effects are removed on server restart and once barricaded, that house cannot be spawned into by other players by ghosting. Barricading would simply consist of boarding up windows and doors so it wouldn't be possible to barricade around the perimeter. There would always however be a way for other players to gain entry by destroying the boarding (but not for zombies to do so) but it would take time and require a strong melee weapon (not fists). I'm looking forward to it's eventual implementation. Share this post Link to post Share on other sites
gibonez 3633 Posted June 5, 2014 Rust has a good system. Simple melee can break down walls and doors. Different melee objects can destroy doors and walls faster so it is tiered. Explosives can knock them down instantly but are extremely rare to find. Good system that allows a player to get past barricades. 1 Share this post Link to post Share on other sites
infiltrator 275 Posted June 5, 2014 Rust has a good system. Simple melee can break down walls and doors. Different melee objects can destroy doors and walls faster so it is tiered. Explosives can knock them down instantly but are extremely rare to find. Good system that allows a player to get past barricades. I don't think going with fists against barricades should be an option, but melee weapons, sure. Some of them should be more effective than others, to the point where going berserk on a door with certain ones should ruin them in the process. Share this post Link to post Share on other sites
manchinglam 14 Posted June 5, 2014 Seems interesting. Clans barricading a particular building would then focus on the entrance rather than being distracted by suspicious ghosting - a good deal of realism. My question is what level of firepower are we going to need to break that barricade? Fireaxe? Shotgun? RPG? C4? Grenade?To be honest, I only like the first two options. Not all survivors would have the military knowledge to use others. Share this post Link to post Share on other sites
sloasdaylight 129 Posted June 5, 2014 (edited) Seems interesting. Clans barricading a particular building would then focus on the entrance rather than being distracted by suspicious ghosting - a good deal of realism. My question is what level of firepower are we going to need to break that barricade? Fireaxe? Shotgun? RPG? C4? Grenade?To be honest, I only like the first two options. Not all survivors would have the military knowledge to use others.Axes, shovels, pick axes, crowbars, hell, even baseball bats could be used. Agreed EVERYTHING should be counterable but most importantly by the same amount of time it took to construct. That was my biggest criticism of epoch. It would literally take weeks of building only to be able to be destroyed in minutes. If a wall takes 5 minutes to construct then it should take 5 minutes to be destroyed. Likewise if it took x amount of supplies to build, it will cost x amount of supplies to destroy.You ever set up a fence before? Dug the post holes, levelled(ish) the ground, secured the planks to the posts? That shit takes a LONG time to do properly, and one guy with an axe, crowbar, or even his own hands if he's pissed off enough, could come through there and trash the thing in a matter of minutes. Edited June 5, 2014 by sloasdaylight Share this post Link to post Share on other sites
DayZ_Friendly 145 Posted June 5, 2014 Axes, shovels, pick axes, crowbars, hell, even baseball bats could be used. You ever set up a fence before? Dug the post holes, levelled(ish) the ground, secured the planks to the posts? That shit takes a LONG time to do properly, and one guy with an axe, crowbar, or even his own hands if he's pissed off enough, could come through there and trash the thing in a matter of minutes. I think it should be somewhat realistic. Being able to fist a concrete wall down is retard. Same with bringing a concrete wall down with a baseball bat...also retard. All of this is a result of too much minecraft. Wooden crap should be takedownable with axes, machetes, and chainsaws. Concrete should take pickaxes, sledgehammers, and explosives. This is probably what they are going to do anyway. Share this post Link to post Share on other sites
acdc_bag 32 Posted June 5, 2014 Problems could potentially arise anyway.Say you log out in a town and the next day you log back in and it warns you there is a player in the area, first, the other player is probably now fucked since you know that player is there so the likelihood you're going to kill him if you have a weapon is high. The other problem is that it could spawn you a mile or so away from the 'zone' and completely lose your bearings. Because they would definitely just throw you out in the middle of a field in the middle of no where.... Right. Anyway, there should be a system like this now, anyway. Right now, with the removal of "reload" sounds when logging in, server hoppers and ghosters literally can and will have the drop on any single person making so much as a whisper's worth of noise. Log in and don't move, literally dont do anything but look around. You now have the advantage over anyone else who's been there for any amount of time, as they have no idea you just logged in next to them. Pretty dumb. Share this post Link to post Share on other sites