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zombieland78

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Posts posted by zombieland78

  1. yes I guess I am a trecky zombie lover! what would the term be. Living Deady? Undeady. Doesn't quite roll.

     

    But sure, I would be down for different speeds of zombie based on posthumous age.

     

    And I acknowledge the cool experience it can be when you're pinned down. Tell me, are DayZero zombies slow but dangerous? and is that an Arma 2 mod?

     

    I've been playing a very hardcore PvE Namalsk server where there's a ton of crafting, hardly any loot and zombies are slow, numerous and one-shot you easily.

  2. one of the problems is that anyone under the age of 30 is all about fast zombies. Us oldies are all about undead zombies. Two very different genres. And the vast majority of purchases are in the under 30s, as are the vast majority of game devs.

     

    Problem is, the squeakers with their random KOS-for-fun attitude are among those lot too.

     

    So I feel we need a more mature version of the game where the PvE aspects are at the forefront. Hell, the Walking Dead have it right and that's a modern show. 

     

    Bottom line: make the engine able to manage 50+ zombies in one place at one time. Somehow. Maybe we'll have to wait until 2020 for such technology to be available. But none of this 1 zombie sprinting after you bullshit.

     

    Remember that the adrenaline factor (and consequent enjoyment) in dealing with enemies can be about the horror, doesn't just have to be about the sheer skill of killing them. In other words, let's have to kill 20, each one fairly easily, but difficult to manage the numbers, as opposed to one or two that just won't fucking die. The former creates tension, the latter frustration. 

  3. Because I've always been interested in the classic zombie side of things, and no one has ever really done this (despite many zombie games, many survival games WITH zombies... you'd think they would have by now), I have had the idea of making my own mod some day. 

     

    Wondering what would be the best platform for that? Wait until SA is moddable? Arma 2 is getting out of date and from what I gather Arma 3 might not have the audience or established zombie enthusiasts?

  4. I've been keeping an eye on Arma 3 to see if there's ever a decent version of DayZ Epoch or similar.

     

    Found a couple of videos but nothing satisfactory.

     

    Either there's no zombies, it's far too militaristic or it's on Altis, which for me is the least zombie-like setting for a zombie game.

     

    I'm one of the minority who like to keep military things on low priority but zombie horror on high priority (simply because tanks, helis and combat gear can all be played with in a thousand other non-zombie games).

     

    So yeah, just wondering what the future holds for Arma 3 and the above.

  5. I was on tonight with a buddy (two year Epoch veteran and game developer) and we had a chuckle at the proposed notion that locks and keys aren't a total pain in the ass. They are.

     

    First thing I did tonight was unlock/open the door of my base. I turn around to lock it and I get the option: 'open' or 'unlock door'. I choose unlock, put in the combo AGAIN and then it gives me the option to lock it. Same thing happens with safes. So let's say 3 doors, few safes, few lock boxes. Spend a significant amount of game time on that just to open your base/leave it. Plus the added little locking animation you have to wait for.

  6. If you were just one person that method might work, but when there's a small team of you and you have a dozen vehicles and the one time you forgot to write it down etc. that's what a suggestion for a UI upgrade is for - to improve and streamline things. It may take all of 10 seconds to write that down but when you have 20 keys to look through it's still a ball ache.

     

    As for locks being remembered - no they don't. Only sometimes. I have to re-input codes repeatedly when locking/unlocking the same door or safe.

  7.  The server that I play on is very awesome. But the one thing that really does my head in is the fact that when you take a wall down it just disappears and says 'items will no be refunded' or similar.

     

     I used to play on a Panthera server where everything was refunded. I mentioned this feature to our admins and they knew nothing about it.

     

     Anyone know what I can point them to? Is there a script or something for them to install?

     

     

     Cheers

  8.  - Door lock combos: should be remembered once put in, resets on server restart. Fix bug where you get the option 'unlock' and 'open door' but not 'lock' ( you have to unlock it by entering the code, THEN you get the option to lock. Not 100% sure I've remembered the steps but it's something along the lines of having to re-enter your combo to lock it). Same thing goes for safes/lock boxes.

     

    * addition to locks, it would be nice if you possibly had auto lock/auto unlock for vehicles when you have the relevant key in your tool belt. Or at least have the option to enable it/disable it.

    * Vehicle keys: PLEASE have a better method of key naming. You could set the col/4 digits or give the key a code name. I and my team mates are  forever scrambling around looking for keys among keys that are dead/out of use/in use/god knows what. Really annoying.

    *ability to set your own combo locks. Many bases have several doors and lockables. Be good to have your own codes that are easy to remember.

     

    - Tool belt items and storage: any kind of feedback whatsoever so that you don't delete tool belt items upon adding them to a full container. Same for any full container actually, not just tool belt items. So many lost vehicles (keys)! This also happens with backpacks and guns.

     

    - Improved building

     

    * improved building snapping: option to snap to 90 degree angles (or compass points, west, east).

    * option to view at a distance when placing walls etc.

    * an option to move walls forward and backwards before placing (sometimes you can't place a wall because it means walking forward/backward and there's an object in your way.

    * option to adjust a placed wall rather than pull it down e.g. upon roll-over 'adjust wall' and then your keypad can shift it a unit left, right, up, down etc.

    * improved accessibility to remove placed walls. If you're tagged as friendly with the person who built a wall, you should both be able to take down any buildable object. Presently have to constantly get admins to come into our base to take down walls/floors etc.

    * moving a wall around shouldn't kill other players who are standing nearby if it happens to pass through them.

  9. Cool. I did it :)

     

    You're right Sequisha, if you swipe the rod while it's 'armed' then you go into combat mode and can't fish. It neglects to tell you you're in combat mode though and instead just says 'cancelled'. So you go on a pier, right click on the fishing rod and choose the cast option. It will say "nibble nibble..." and you have something like a 1/4 chance of catching a fish :)

     

    Very awesome. 

  10. I have seen videos where the dude just wades into the ocean a little and starts casting the pole.

     

    When I right click on the pole, the option to cast is there but when I do so it just says "fishing cancelled".

     

    Anything I'm doing wrong? Or maybe the server I'm on doesn't support it?

  11. I do hope so.

     

    But I've been watching all their dev diaries and the artists are putting a lot of effort into the main and initial zombie dude. I myself am a semi-professional digital artist so recognise the workflow (so I can imagine a few tweaks and iterations but not a total change in style), and, I dunno, maybe some people think that first zombie looks good but it just looks cartoony to me. Even though the zombies in DayZ are a LOT more crude, they're also a lot more sinister and simple.

     

    Sure the game is very primitive at the moment and will get a ton better over time (and the dev team are really on their shit) but I doubt the style will change much. But I hope it does!

  12. First of all, I just wanted to thank the developer/s (I gather there's pretty much just one dude doing it??) of Epoch as, along with DayZ, it's possibly the most engrossing gaming experience of my life.

     

    There are a good few niggles, which are a shame and I hope the mod overall keeps progressing and moving forward.

     

    I foolishly posted this suggestion about zombie collision on another forum and got, not just flamed, but had the topic locked. I gather zombie collision is old news. But... I would just like to know where the state of play is with that. I've just spent ages building my first locked door to a building and I'm barricading myself in (something of a fantasy for many zombie lovers - and there ARE many zombie lovers out there) only to find that the zombies casually wander upstairs.

     

    Like I say, don't flame me as I am aware this is an old topic. But is this issue anywhere close to being solved? is there a time line?

     

    I reckon this issue alone is enough to put some people off and send them to other zombie MMOs like H1Z1 because there's a fundamental draw to the idea of barricading yourself in a house so zombies can't get in.

  13. So here's the link to the building wiki: http://dayzepoch.com/wiki/index.php?title=Modular_Building_System

     

    and I'm trying to build a door (large door locked I think). So far I've built a door frame. But you'll notice that a large wood door locked (and a few others similar to this) require 'ItemWoodWallWithDoorLg'.

     

    But, when you actually check out the recipe for 'ItemWoodWallWithDoorLg' part of the recipe is 'ItemWoodWallWithDoorLg'! which makes no sense. That's like saying, to build a box, first of all you need... a box.

     

    Any idea how to proceed? like I say, already have a door frame up. And I have a lock which I found. Wondering if the frame needs to be in your inventory first rather than placing it.

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