RELEASE : DaiZy 2018 v1.5 [04/06/2014 UPDATED]

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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Haleks
@Anubis : If NPC die too easily against zombies, I could make them more resilient to zed attacks - maybe twice more as they are right now...
I guess I could also set survivors to hold fire unless being shot at : that would increase their odds of surviving in towns.

Lemme know what you think!

(Oh, and NPCs don't respawn in Ghoultown or Crashtown!)
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

lammy
In reply to this post by Anubis
Anubis -

The new towns aren't present in terms of being named etc but the building outline markers do now show on the in game map so there are now a couple of areas when viewing the map that should make you think - hang on a minute this didn't look like this last time I looked.

Then you try to get there before freezing to death, that's what happened for me and when I got there I won't lie there was a very smug look came across my face because I had found it at last and also it unlocked a new section of the 2018 experience for me.

Also no I don't believe that the ghouls or bandits at these 2 new towns respawn, I have moved from one to the other and back again and nothing respawned but I did leave a friendly team member behind to return to so maybe that prevented the respawning as the area wasn't technically "clear" even when my character left it and was on other side of map? I don't know it's only my experience but Haleks would be the man to ask to confirm this.

Great mod by the way as I'm sure most agree, looking forward to any continued improvements hoping Haleks will keep tweaking etc.
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Steve Zissou
In reply to this post by Haleks
Hi Haleks,

All these cool updates are improving the game into a really solid experience.

The vehicle repair is definitely much better now.  I've only been playing a few hours and have repaired a UAZ and gathered plenty of supplies.

It got me thinking about where this mod could go from here, and so here are some suggestions:


- Maybe reduce the food & drink spawns down even further. In towns at least, there's still way more than is ever needed.

- Consider having certain zombies drop specific ammo types. i.e. farm zeds might drop CZ 550 rounds, or shotgun slugs and pellets.  Medical zombies (white coats) might drop morphine etc.  I haven't really noticed if military zeds drop specific ammo like Taped Stanag rounds etc, but maybe have a "zed ammo theme" that rewards players for engaging them.

- Kindof related to the second point, and this has always been the case with the vanilla DayZ mod, when you hover your reticule over dead zombies, could we be informed of EXACTLY what they are carrying, rather than just basic stuff like food and bandages? In the 2018 mod especially, CZ 550 rounds are like gold dust, so it would really help to see it quickly after you've just toe-tagged an entire horde instead of having to sift through their pockets individually.

- What if matches eventually ran out?  So each box contains a random number (say, 5-10) which would keep you scavenging for more as you went along.

- Maybe hunting knives and hatchets could have a finite number of uses before they're no good too?

- Certain Epoch actions like debris removal and towing would really make a difference too.  And even vehicle salvage.

- What if vehicles needed a lead-acid battery before you could start them?

- And finally, it would be awesome if we could use some or all of the trash items to craft traps and other things. The crafting menu didn't work in early patches, and I haven't tried it for a while, but something like combining razor blades or nails with grenades and so on.  Maybe the toilet paper could be used for something too. :) I don't know what though. Maybe lighting fires (combined with firewood).

I'm sure I had other ideas too, but will leave those for now.

Once again, well done.
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Duke
In reply to this post by Haleks
Maybe instead could you just change the sound radius of shots fired for NPC's? It seems they are getting overwhelmed with swarms of zombies from a great distance. Actually i think the overall sound radius for players is a bit crazy. One shot in a town with a rusty m16 pulls a huge amount of zombies. I can see a block or 2 but pulling them from 4 or more blocks away is a bit much. It not only is bad for the player but also the npc's that try and shoot them when they are incoming taking the player aggro and npc will get swarmed till death. Can you maybe decrease the overall shot radius aggro for the smaller guns?
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Anubis
This post was updated on .
In reply to this post by Haleks
Hi Haleks,

I am not sure making them more resistant to Zombie attacks would help. This is what I see in towns:

1. NPC opens fire on a Zombie: the noise attracts nearby Zombies anyway
2. NPC keeps firing and killing Zombies but he takes hits from them and since he is firing, more Zombies keep coming
3. On the long run he dies after taking enough hits

NPCs survive without problems only a) in the countryside or b) if they stay at the border of towns.When they wander on the streets they get always killed, it is just a matter of time

Out of those options:

a) make NPCs invulnerable to Zombie attacks (I think it was the original solution). This is good because they will remain around but bad because it breaks immersion

b) keep NPCs as they are, but make NPCs avoid towns (don't know whether this is possible or not). They will mostly survive in this way

c) keep NPCs as they are, let them enter in towns but always as a squad (2-4 NPCs) and not individually. This should make them survive, even against many Zombies

d) make NPCs more resistant to Zombies attack, so they will take hits but survive longer

I would suggest c) and d) together. It is rather easy to kill an individual bandit in a town, because I can pinpoint the shoots, go to an high building, locate the bad guy and either watch him dying or take him out. With more bandits it will be more difficult and challenging. They will survive longer and pose more of a threat (and to have firefights between a group of survivors and a group of bandits with intermixed Zombies would be extremely cool)

Cheers,

Anubis



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Re: RELEASE : DaiZy 2018

Wargog
In reply to this post by Niceonegunit
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Chass
In reply to this post by Haleks
Hello Haleks

I'm testing the v1.4 and betapach 103718

I found a bandit or survivor east of Cherno near Prigorodki. Zombies killed him.

The bandit had a Rusty M4A1 and 13 taped stanag ... is a bug?. I think too many chargers o magazines

regards
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Anubis
In reply to this post by lammy
lammy wrote
The new towns aren't present in terms of being named etc but the building outline markers do now show on the in game map so there are now a couple of areas when viewing the map that should make you think - hang on a minute this didn't look like this last time I looked.
Found the first one! You are right if you look at the map carefully you immediately say "What is that?". Now time to go there and explore.

Cheers,

Anubis
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Haleks
In reply to this post by Chass
Chass wrote
Hello Haleks

I'm testing the v1.4 and betapach 103718

I found a bandit or survivor east of Cherno near Prigorodki. Zombies killed him.

The bandit had a Rusty M4A1 and 13 taped stanag ... is a bug?. I think too many chargers o magazines

regards
Who! Yes, that's a bug... :/
I'll work on a hotfix for this and the NPC vs zeds problem - should be ready tomorrow!
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Chass
In reply to this post by Haleks
Thanks Haleks

Only one more detail if it helps you.

Each of the thirteen taped Stanag indicates 15 Rnd (bullets) in the description of the inventory, but really there are 30 bullets in game, upper right side.

regards
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Rusty_Shackleford
This post was updated on .
Great so far, still a great version. Cant wait for a building mod to be added. I love bases

Also i edited the mod for a walking zeds version and it seems the survivors last a lot longer, mine was actually killed by a bandit several days later. i would always just have him set to hold fire and he would let me know if he spotted a bandit or would fire if fired upon.
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Re: RELEASE : DaiZy 2018 [25/02/2014 UPDATED]

Haleks
In reply to this post by Haleks
Ok, I've made a small update - I'll wait a few days to see if anything else comes up.

If everything's good, I migth start adding optionnal mission files.
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Re: RELEASE : DaiZy 2018 [25/02/2014 UPDATED]

Rusty_Shackleford
Haleks wrote
Ok, I've made a small update - I'll wait a few days to see if anything else comes up.

If everything's good, I migth start adding optionnal mission files.
sounds good ill try it out as well.
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

mp5lng
In reply to this post by Rusty_Shackleford
Rusty_Shackleford wrote
Also i edited the mod for a walking zeds version and it seems the survivors last a lot longer, mine was actually killed by a bandit several days later. i would always just have him set to hold fire and he would let me know if he spotted a bandit or would fire if fired upon.
Try to play it as a Lone Survivor, it'll give you a way much better experience. A walking zeds combined with loneliness is what makes Chernarus the most Apocalyptic place in the world :)
and while doing that....give this work a shot, you won't lose anything, it's just a BIG improvement to the Apocalyptical world :)

Haleks, there is something still bothers me, whenever i want to add a second primary weapon i MUST have a melee weapon in the second slot so the new weapon can take the first slot. After having two primaries....i must not drop the upper one to the ground cause the second one will take the first place and that forces me to look for another melee weapon just so i can replace it with another primary. I hope you got what i wanted to say :p

Peace !
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Rusty_Shackleford
mp5lng wrote
Rusty_Shackleford wrote
Also i edited the mod for a walking zeds version and it seems the survivors last a lot longer, mine was actually killed by a bandit several days later. i would always just have him set to hold fire and he would let me know if he spotted a bandit or would fire if fired upon.
Try to play it as a Lone Survivor, it'll give you a way much better experience. A walking zeds combined with loneliness is what makes Chernarus the most Apocalyptic place in the world :)
and while doing that....give this work a shot, you won't lose anything, it's just a BIG improvement to the Apocalyptical world :)

Haleks, there is something still bothers me, whenever i want to add a second primary weapon i MUST have a melee weapon in the second slot so the new weapon can take the first slot. After having two primaries....i must not drop the upper one to the ground cause the second one will take the first place and that forces me to look for another melee weapon just so i can replace it with another primary. I hope you got what i wanted to say :p

Peace !
that does look great. i love this version becuase it really feels like a survival game. im just waiting for base elements to set up a shelter and store food for longer journeys.
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Re: RELEASE : DaiZy 2018 [22/02/2014 UPDATED]

Anubis
In reply to this post by Anubis
Wow!

Had a recon session around bandit town (or Ghoul town?), that place is huge. I look forward to take ownership of the place :-)

DaiZy 2018 is getting more and more interesting - again a lot of thanks to Haleks for his commitment!!!

Anubis
 
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Re: RELEASE : DaiZy 2018 [25/02/2014 UPDATED]

Wargog
In reply to this post by Haleks
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Re: RELEASE : DaiZy 2018 [25/02/2014 UPDATED]

twsmith
If you're talking about the filter that makes it look post-apocalyptic then you can hit zero twice to bring up the cheat menu and it gives an option to disable the filter.  

I had issues with it before but since Haleks disabled the bleed out fade to black I just crank up my brightness and my gamma until I find a setting that is bright enough but still offers that post-apo feel.

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Re: RELEASE : DaiZy 2018 [25/02/2014 UPDATED]

Wargog
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Re: RELEASE : DaiZy 2018 [25/02/2014 UPDATED]

Rusty_Shackleford
In reply to this post by Haleks
Haleks wrote
Ok, I've made a small update - I'll wait a few days to see if anything else comes up.

If everything's good, I migth start adding optionnal mission files.

Any chance of getting a  building system in the next update? Also how is the update for factions going? Love the new update.
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