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Re: We're all playing Ravage!

Posted by kodabar on Oct 27, 2019; 11:06pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/We-re-all-playing-Ravage-tp18452p20546.html

The numbers in the loot system are not percentages. Setting a loot category to 100 doesn't make it appear in 100% of loot containers. The numbers are relative, meaning that you're increasing the chance of one type of loot relative to another. Such that if you increase backpacks, it just means you'll find more backpacks than other items, not that you'll find more backpacks in general.

Zombies have just been upgraded to make them more alert. A bit annoying, but at least it makes the zombies a real danger. The running ones (bolters) are really frustrating, especially when you're just starting out.

Fiddle around with the settings and you'll discover there are a lot more things you can adjust. It takes a while to find them all.

Base-building is a bust because of the way ArmA does path-finding for the AI. There's an invisible navmesh (google it to see examples) baked into the landscape which is how the AI gets around. When you build a base, it doesn't affect the underlying navmesh, so AI units can just walks through walls. Damn it. I hope this can be fixed in ArmA 4. But there are a couple of Ravage missions with base-building of a certain type. Here's one.

The missions that come with Ravage are really meant as demonstrations more than anything. If you search Ravage on the ArmA 3 Steam Workshop, you'll find hundreds more

And yeah, I completely agree with you about the controls. I play with a large ArmA 3 group and it can take us half an hour to get everyone geared up before the start. And then someone presses G instead of I and a grenade kills everyone and we have to start all over again.