EO 11275 Posted November 5, 2015 Although i haven't tried the new update due to ongoing hardware problems....... :o:......here are a few observations on the feedback for v0.1.2 The new "running walkers" seem to be a hot topic....personally as a child of the 70's my preference will always be for George Romero style "walking zombies", so i'm kinda sad that they now "run", i liked the mix of walking and running zombies from previous versions. Maybe a balance could be struck.....bring back the "walkers" but give them a much higher damage threshold,....In parallel to this the "runners" could have a lower damage threshold. While we are on the subject of zombie behaviours could i remind you of the phenomenon i found when using DSS zombies and TPW_Fall mod, It's worth bearing in mind Ravage and DSS both use Teacups animations....... Share this post Link to post Share on other sites
darkenraja 15 Posted November 5, 2015 The radiation is still an obvious problem. I love the fact that it's in there - but the effect of rad pills versus how irradiated you are plus the area which is causing the radiation is just not clear enough. Even going into an area with rad pills feels like they don't do anything regardless of how many get taken and the gieger counter doesn't seem to help a great deal. It seems too random and it is too difficult to even come up with strategies to mitigate the exposure. 1 Share this post Link to post Share on other sites
haleks 8212 Posted November 5, 2015 The radiation is still an obvious problem. I love the fact that it's in there - but the effect of rad pills versus how irradiated you are plus the area which is causing the radiation is just not clear enough. Even going into an area with rad pills feels like they don't do anything regardless of how many get taken and the gieger counter doesn't seem to help a great deal. It seems too random and it is too difficult to even come up with strategies to mitigate the exposure. Yeah, the radiation exposure system might be too aggressive - or pills aren't potent enough, but either way I'm going to work on it. @Evil Organ : Walkers will be back; I was in a hurry when releasing v0.1.2, and it was much simpler to replace existing behaviours. Having multiple types of infected requires a bit of work on the modules & the code itself. Nice vid by the way, I wonder if Ravage zombies react the same way! Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted November 5, 2015 Yeah, the radiation exposure system might be too aggressive - or pills aren't potent enough, but either way I'm going to work on it. @Evil Organ : Walkers will be back; I was in a hurry when releasing v0.1.2, and it was much simpler to replace existing behaviours. Having multiple types of infected requires a bit of work on the modules & the code itself. Nice vid by the way, I wonder if Ravage zombies react the same way! I like Evil Organ's idea about zombie hit damage. If you do decided to keep multiple types of zombies, I'd definitely prefer the runners to take less bullets to put down. And I'd love to have walkers back too. If anything I'd prefer walkers make up the majority (if not all) but as you know already, my skills are rough, so take that with a grain of salt.While we're on the subject of damage, are headshots one-shot kills in the current build? EDIT: Cosmic summed up my take nicely actually: I found with the bandits hunting you and the zombies as a slow moving ambient threat that could be managed with some smart EM lol was perfect. Share this post Link to post Share on other sites
haleks 8212 Posted November 5, 2015 While we're on the subject of damage, are headshots one-shot kills in the current build? Yup. I like Evil Organ's idea too, it would be a nice way to mitigate the threat posed by runners - will work on it. ;) Share this post Link to post Share on other sites
rsoftokz 288 Posted November 5, 2015 @rsoftokz : If you aren't using modules, placed vehicles should execute the veh_init script like so: [this, true] execVM "\ravage\code\scripts\system\veh_init.sqf" I'm just back home. what I didn"t understand is I didn't change a single thing about this in the upgraded mission... I'll take a closer look, I'm still new with use of modules or not. anyway I was thinking to stop modding your mode and to include all my modifications only into my mission files, like the script for the quadbike with crate that can be added directly to the scripts folders of the mission and write the right init link into the vehicles properties. for what I played since the 0.1.2 upgrade, the new loot balance is very good for what I need, less loot in a house, less houses where loot is spawned... that's perfect. I will not tell you about wlakers or runners... :P I don't have a single Zeds for my own mission of course.... for the begining of the mission, it seems I'm not the only one to have the dead dude missing.... but I always have the burning car for now. I deleted radiations for the moment as, like told before, radiations vs pills balance is not that fine.... I went 80HP to 36 HP in less than 10 mn, I was in the country south of Pyrgos, into the very little village of Ekali.... there are not more thant 10 houses around...... I took 3 or 4 pills (found a box on one of the guys I killed) but, that didn't change a single thing... I died.... anyway, this mod, for now, is amazing and I really enjoy it as it is, I can't wait for upgrades and improvements (battery lifespan... blinking NVGs... even Walking deads zombies will be fine for me at the end ;) :P I might try to learn on my side some script to have the hability to ear other factions frequences if I can find a radio.... (I need to dig deeper into Rydygier scripts to learn how to do ) and taking some good ideas here and there in other missions to set up a real semi dynamic mission for your mode "as it is"..... with the choice to have Zeds or not, radiations or not...choice of the spawning time (or not) etc.... keep on the good work... I will try to do my best to build something your mod desserves.... (for now i'm just like a new born standing for the first time on his legs.... I hope sooner than later, you'll see me runing in your footsteps ;) thanks again, and again for your work. 2 Share this post Link to post Share on other sites
Cyphas_Cayne 16 Posted November 5, 2015 Ha! I forgot about that. Been playing too many custom missions and mods. LOL! Thanks. I haven't because of the OSD disappearing bug but yeah, I obviously should. I'll get it tonight and report back. I'm actually ok with them not spawning loot (though I'd be ok with them having gear too because I suck :) ). I'm just happy to know for sure now because I was wasting very precious time trying to loot the few corpses I actually managed to kill. Whatever Haleks decides to do about this I'm ok with. But man this update makes the game as tough as nails. Compound that with the fact that I can't make it more than a few minutes, the forced walk essentially equals me restarting. I'd vote for it to be lessened, but I'll have to get back to you guys once I actually learn to make it more than 15 minutes without dying. LOL! I've never met any friendly AI. They're in this mod currently, right? And what do you mean by this, are traders actually in this build? Thanks. I guess what I'd like to know (or if anyone has a video) is how to go about surviving the first half hour or so just until I can get a decent amount of ammo. Like I said, I've only played this a few times, but every time I start it's exactly the same. I make my way to some buildings, find a few tin cans, and make my way forward. Off in the distance, I'll see more buildings and I try to stealthily make my way there. Ultimately, one of those bastards will spot me and usually he has friends. If I'm lucky enough to be near a wooded area, I'll zig-zag and evade. But mostly, it'll be in an open area and I'll have four or five of them chasing me for forever. Bap. Bap. Bap. My 16 rounds are now gone and at that point I either run for the hills or get eaten. :) And now considering they can even chase you indoors AND take more shots to kill it feels impossible (but again, I admit I suck). I've seen videos posted here where guys manage to get very good gear but I have to wonder how they make it that far? I must really be underestimating the stealth part here. There are friendly AI. They are usually lone wolfs wandering the countryside. They are called survivors ingame. As for the traders, they arn't in (yet), but i am looking into traders (plunging deep into Epoch and Exile scripts for inspiration) and have already set aside a compound for a trader encampment on my Esseker mission. Share this post Link to post Share on other sites
haleks 8212 Posted November 5, 2015 what I didn"t understand is I didn't change a single thing about this in the upgraded mission... I'll take a closer look, I'm still new with use of modules or not. anyway I was thinking to stop modding your mode and to include all my modifications only into my mission files[...] I did change a few things to work along with some fixes made on the modules - I didn't mention it in the changelog as I didn't expect people to directly modify the showcase scenario. ^^ Packing your own scripts in a mission file would be the best course of action, otherwise you will have to constantly keep up with each update. Feel free to ask for help if anything goes wrong with one update or another! And thanks for the kind words! Share this post Link to post Share on other sites
rsoftokz 288 Posted November 5, 2015 :) interesting..... I'll try to find the changes you made (that will teach me some new things I gess ) yes it is better to pack my scripts into my mission file... I should have think about this sooner. I'll take time to do it sooner. and... you're welcome... I guess I'm the one to say thank you ;) I was close to be bored playing Arma3 always the same way.... It's a new game now.... 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted November 5, 2015 There are friendly AI. They are usually lone wolfs wandering the countryside. They are called survivors ingame. As for the traders, they arn't in (yet), but i am looking into traders (plunging deep into Epoch and Exile scripts for inspiration) and have already set aside a compound for a trader encampment on my Esseker mission. Nice. Yeah man. I have this fantasy of playing Ravage and feeling like I'm actually in the show The Walking Dead. :) Human contact in zombie apocalypse scenarios, when done right, really get my mojo going. Traders/companions/permanent shelter are definitely tops on my Ravage wish-list. I can't wait to see what Haleks comes up with once his framework is stabilized. And I can't wait to see what you and others come up with too. Good luck with your mission and if you want anyone to help you test it at some point, don't hesitate to contact me. Or if not, please post the link here when you release it! Share this post Link to post Share on other sites
law-giver 190 Posted November 5, 2015 Hi haleks, just downloaded this today and thought i'd give it a bash. And i love it mate. I've not tried previous versions but reading posts regarding the zomboids running as if they're on steroids is my only gripe so far. So i'm glad to hear you will be sorting it out in a future update. Mind you i've had a lot of fun playing hide and seek when chased by quite a few zombies, and while under fire. A few tricks learned from playing DayZ. Anyway can't wait to play each and every update. Keep up the good work. :D 1 Share this post Link to post Share on other sites
haleks 8212 Posted November 5, 2015 Nice. Yeah man. I have this fantasy of playing Ravage and feeling like I'm actually in the show The Walking Dead. :) Human contact in zombie apocalypse scenarios, when done right, really get my mojo going. Traders/companions/permanent shelter are definitely tops on my Ravage wish-list. I can't wait to see what Haleks comes up with once his framework is stabilized. And I can't wait to see what you and others come up with too. Good luck with your mission and if you want anyone to help you test it at some point, don't hesitate to contact me. Or if not, please post the link here when you release it! I do have some ideas already for companions - if possible, managing large groups of survivors would be one possible end-game in Ravage. One planned feature on top of my head : having them building parts of your base while you're out scavenging. Usually, survival mods out there allow the player to build complex structures in a matter of minutes - wich is practical in a gameplay point-of-view but not really realistic. Recruited survivors could nicely answer to that dilemma : they would have an actual purpose and avoid all the shenanigans around base-building by one single all-mighty player. Having a functional survivor camp would also be a good pretext for a dynamic missions generation system. ...But I'm just brain-storming out loud at this point, nothing's decided yet! ^^ 7 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted November 5, 2015 Recruited survivors could nicely answer to that dilemma : they would have an actual purpose and avoid all the shenanigans around base-building by one single all-mighty player. Having a functional survivor camp would also be a good pretext for a dynamic missions generation system. ...But I'm just brain-storming out loud at this point, nothing's decided yet! ^^ Oh! That's brilliant. Absolutely brilliant. That would be a perfect framework for generating tasks. And imagine the story you could integrate around us getting to know the survivors too. Wow. My mojo's going and I'm just using my imagination. I know nothing's decided but you should decide this. :) Share this post Link to post Share on other sites
giorgygr 61 Posted November 6, 2015 I know nothing's decided but you should decide this. :) ^ _this Share this post Link to post Share on other sites
Solano 176 Posted November 6, 2015 I do have some ideas already for companions - if possible, managing large groups of survivors would be one possible end-game in Ravage. One planned feature on top of my head : having them building parts of your base while you're out scavenging. Usually, survival mods out there allow the player to build complex structures in a matter of minutes - wich is practical in a gameplay point-of-view but not really realistic. Recruited survivors could nicely answer to that dilemma : they would have an actual purpose and avoid all the shenanigans around base-building by one single all-mighty player. Having a functional survivor camp would also be a good pretext for a dynamic missions generation system. ...But I'm just brain-storming out loud at this point, nothing's decided yet! ^^ Reminds me of State of Decay. You find and help survivors. They join your group and bring their skills in. Save a Doc - you can build a medical building. Save a Hunter and you got a nice income of loot etc etc etc... In the meantime you fetch some radio calls from some more survivors begging for help. You trade with other groups out there. In this game you have to move (with your group) when your surrounding is finally looted. Nothing really respawns there but you need to keep up with the demands of the group you kinda lead. This scenario (of keeping a group alive and give them tasks etc) would be really cool in Ravage. I never played the Stalker games to be honest (I know everyone says they are really good) - so I don´t know if this would lead in some other way than initially intended but I would love to play this. Often "only" to survive after I got great loot is not exciting enough for me - so such possibilities to make decisions to even join or create a group, rescue people, fight with your group against others would be very interesting. I know this is way ahead of what will be possible in the next weeks and months but I just like to discuss the possible direction with you guys here. 2 Share this post Link to post Share on other sites
Lecter 66 Posted November 6, 2015 I've done some extensive testing today. And I share opinion that radiation and anti-rad tablets are still major issue.Elaboration: I've done some testing and radiation poisoning starts when radiation taken by player is above 30 points if I'm not mistaken. Irradiated areas have huge radius (around some towns or military camps). One anti-rad pill drops radiation just for 8 points (which is very low being that anti-rad pills are scarce as it is). And being inside radiation area (even with gas mask and protection suit - I doubt they even give some protection, if they do I havent noticed it) quickly irradiates player to over 150 - we do have to check extensively those sites for loot and that takes time. Suggestion: single anti-rad pill should drop 30 points of radiation and one bottle should have 10 of them - making single bottle enough to clear one irradiated area/military camp/town (looting plus movement ~300 rads)New feature of all-zombie runners - I dont know, they should have some limitations (distance they can chase you) unlike those "regular runners" which can cover more ground. This also should be tweaked mainly because it is a pain in the neck in the beginning when player has low ammo and pistol only. Later in the game I dont really mind them, but what is annoying as hell is their "evasive maneuvers" - changing direction in millisecond, and practically their running animation gets distorted (headshots are more of a luck than skill and aim)Question: What's wrong with Massi weapon pack or HLC? If they're compatible, then how come I never stumbled upon AI who use M4s (and their variants)? Did you exclude these from loot Haleks? Generally, I have impression that weapons NATO weapons in 5.56 caliber arent used by AI at all and they very rarely spawn in crates as loot. All I find are Benelli shotguns, Enfields, AKMs, AK74s, SVDs (found first one with optics today and it was utter disappointment, Massi made a very bad job with PSO1 sight - first of all the crosshair doesnt look like one on a PSO1, secondly it has very limited field of view, and it cannot be zeroed. It has fixed zero on 300m :S - I'll remove this weapon pack totally and look for something better - I'll try Escalation one) Request: You should definitely add NVGs to loot Haleks, actions during night time are very restrictive, even more so now when all zombies can run. Not to mention huge AI advantage who have laser eyes (I died to some AI bandit who one-shot me with a shotgun from 300m in pitch black - ridiculous) I'm definitely done with playing the nights.Rangefinders - add them as wellScopes, bipods, and sniper rifles - > increase a drop rate of them. A bit more for bipods, but not too much for optics (those advanced hi-powered scopes should indeed be rare but not impossible to obtain). As for snipers, well increase drop chance mainly for those which come in Marksmen DLC (I found bunch of .338 lappua ammo today and during earlier gameplays, but no gun to feed those rounds with :S )That's all for now. Share this post Link to post Share on other sites
Cyphas_Cayne 16 Posted November 6, 2015 Nice. Yeah man. I have this fantasy of playing Ravage and feeling like I'm actually in the show The Walking Dead. :) Human contact in zombie apocalypse scenarios, when done right, really get my mojo going. Traders/companions/permanent shelter are definitely tops on my Ravage wish-list. I can't wait to see what Haleks comes up with once his framework is stabilized. And I can't wait to see what you and others come up with too. Good luck with your mission and if you want anyone to help you test it at some point, don't hesitate to contact me. Or if not, please post the link here when you release it! Sure thing. If anyone wants to play test my mission feel free to add me on steam (Same name), also im looking for someone to come give me a hand (teach me....) with the scripting, just general clean up and some new functions which i cant get to work.. I do have some ideas already for companions - if possible, managing large groups of survivors would be one possible end-game in Ravage. One planned feature on top of my head : having them building parts of your base while you're out scavenging. Usually, survival mods out there allow the player to build complex structures in a matter of minutes - wich is practical in a gameplay point-of-view but not really realistic. Recruited survivors could nicely answer to that dilemma : they would have an actual purpose and avoid all the shenanigans around base-building by one single all-mighty player. Having a functional survivor camp would also be a good pretext for a dynamic missions generation system. ...But I'm just brain-storming out loud at this point, nothing's decided yet! ^^ Oh! That's brilliant. Absolutely brilliant. That would be a perfect framework for generating tasks. And imagine the story you could integrate around us getting to know the survivors too. Wow. My mojo's going and I'm just using my imagination. I know nothing's decided but you should decide this. :) ^^ _this [absolutely, "awesome.sqf"]; Also, sorry bout the quality of the last video, i know it was bad and i dont know what i did wrong. Will try to do better for the next one Share this post Link to post Share on other sites
Ranwer135 308 Posted November 6, 2015 ^ _this Sure thing. If anyone wants to play test my mission feel free to add me on steam (Same name), also im looking for someone to come give me a hand (teach me....) with the scripting, just general clean up and some new functions which i cant get to work.. ^^ _this [absolutely, "awesome.sqf"]; Also, sorry bout the quality of the last video, i know it was bad and i dont know what i did wrong. Will try to do better for the next one You guys forgot: :P _awesome = (_this select 8); _array = []; _sentence = _array append str _awesome; _sentence = _sentence append "is"; _sentence = _sentence append "awesome"; hint str _sentence; 2 Share this post Link to post Share on other sites
Cyphas_Cayne 16 Posted November 6, 2015 You guys forgot: :P _awesome = (_this select 8); _array = []; _sentence = _array append str _awesome; _sentence = _sentence append "is"; _sentence = _sentence append "awesome"; hint str _sentence; lol love it Share this post Link to post Share on other sites
rsoftokz 288 Posted November 6, 2015 Question: What's wrong with Massi weapon pack or HLC? If they're compatible, then how come I never stumbled upon AI who use M4s (and their variants)? Did you exclude these from loot Haleks? Generally, I have impression that weapons NATO weapons in 5.56 caliber arent used by AI at all and they very rarely spawn in crates as loot. All I find are Benelli shotguns, Enfields, AKMs, AK74s, SVDs (found first one with optics today and it was utter disappointment, Massi made a very bad job with PSO1 sight - first of all the crosshair doesnt look like one on a PSO1, secondly it has very limited field of view, and it cannot be zeroed. It has fixed zero on 300m :S - I'll remove this weapon pack totally and look for something better - I'll try Escalation one) there is a loot list about mods in the modules of Ravage Mod. this list gives you only a few Massi's gun in the loot and survivors/bandits gears. you can modify the list if you wish, or make a new script in a mission folder to modify the list (Massi always give a class names list with his mod ) the matter is... yes the PSO sights are now some kind of piece of sh... ... it's a real shame because It was great before the last upgrade he does. for the 5.56 weapons, I only met a few ones for now, some AR15 based rifles (M16A3) and a few TAR-21....I also found a M249 once or twice. the most of the guys I met have AKM/ AK74/AK74SU or Lee N°4/M24 or M1024, G3, HK417...... for my own RAVAGE mod,I have modify the Massi loot list to add, depending if the loot places are civil, military, industrial or research , a few AKM with Kobra sight, AK74GL and one AK74 SF (that can be equped with all scopes you'll find ) as "bonus" in some places (military) NVGs are bonus also to be found in some hidden places in my SP mission ( to be deeply tested and tweaked) I worked on this mission last night again, adding lot of objects to add a " survival atmosphere "..... here is the link to the updated single missions I did (WIP ) based on original Haleks ravage mission https://onedrive.live.com/?id=F9926DE685CC562F%211105&cid=F9926DE685CC562F&group=0 Ravage_NoZ.altis.pbo: -SP mission based on survival skills and combat against bandits..... -NoZombies, -radiations ONLY in and around Kavala (if you find a map, you'll be able to see the exact zone of radiations). -you can find some "survivor's vehicules" here and there or in a few major bandits camps with "bonus" in the crates. -a few boats to find ( for now those added vehicles should be "as new", I'm working on it to be more damaged ) -lot of bandits everywhere, in small squads, based in some houses or/and some "startegic points " -a few bandits "bases" and Camps (for now mostly N-W/W of the map from Gor to Kore and around....) -more to come.... Ravage_Z.altis.pbo: same mission with Zombies and radiations everywhere... this must be fighting everywhere, bandits killing Zeds killing bandits killing you..... a few screeshots of the SP NoZ mission... bandits camp in "fortified" city of KORE 2 Share this post Link to post Share on other sites
Lecter 66 Posted November 6, 2015 there is a loot list about mods in the modules of Ravage Mod. this list gives you only a few Massi's gun in the loot and survivors/bandits gears. I'm not skilled with modifying mate, (and I'm short with time tbh to search how it's done), all I'm saying if the weapon mods are compatible with Ravage, then stuff from it should be available. I used HLC and Massi and I've never found M4 variants - did find SR25, HK417, and I think bolt action M24 but none M4s/AR15s (whatever you want to call them). Colimator sights, i.e. red dots or holosights never dropped for me either. This stuff should be included in the loot imho. Share this post Link to post Share on other sites
haleks 8212 Posted November 6, 2015 Looks like I forgot to add some of Massi's weapons to the loot lists... Told you, that many supported addons is a headache. :P 3 Share this post Link to post Share on other sites
rsoftokz 288 Posted November 6, 2015 Ravage is made for heavy survival...rough, tough, harsh......so yes, guns and rifles are "basics".some guys like it like that, some don't....that give to me an idea for next upgrade about the mission i'm making...military base = armory.... ^_^ :rolleyes: you see what I mean ....so I guess I will put some kind of armory somewhere, but it should be highly defended by bandits. Share this post Link to post Share on other sites
Gunter Severloh 4054 Posted November 6, 2015 One mission I had played which im sure some of you have heard of called Escape Altis where you start with nothing, you start in a small makeshift prison with a guard who is there and then dies mysteriously, so you grab his gear and anything else. Point is, a cool mission idea for ravage would be like this where in that mission you are looking for a radio base, to hack the radio to call your own base to pick you up, problem is the enemy is chasing/searching you most of the time, you can lose them, but they chase you, overall you have no map, so you have no idea where this base is, once you do get a map, and thats from looting dead bodies, then theirs markers on the map for enemy ammo bases, medic bases, radio bases, ect,. Once you get to a radio base/camp and hack the radio and call your base, the base will put a marker on your map the location of the rendezvous, so that can be close or far, so then your new objective is to make it there, once you do chopper will land to pick you up while the other chopper acts as a gunship to cover the transport one. For a ravage mission this idea of surviving an post-apocalyptic land overrun with zombies and bandits of any sort, could be interesting if you had a reason or objective or place to go if you could discover its location either through a map or through hints like the mission insurgency would give, when you found a briefcase, hints in a form of a ?marker with meters on it would give you an idea of how far the objective might be, and every briefcase you picked up would either add to the marker or decrease the number, sort of an investigation in a way while trying to survive, think it would add to the story. Story wise I see the hints at the bottom of the screen during loading of the mission, and I'm thinking that haleks you already have a sorta of story behind the mod, just need to put it down, I'd like to know how one starts, whats the story behind the beginning in the "official" mission when you start. Something I'd like to see more of in the mod is more atmosphere, and ambiance, some of the following: overgrowth on buildings, more run down, more ruins, wartorn car pileups civilian dead, burnt, hanging, mass graves ect,. bodies Share this post Link to post Share on other sites
haleks 8212 Posted November 6, 2015 overgrowth on buildings This is something I really want for Ravage. But, given the size of Altis, it's going to be a huge task. I think Silola's X-cam would be the best choice for this, eventhough I really don't have the time to get myself into it. That being said, a new version of Altis could be the perfect collaboration project : I think X-Cam allows map editing by multiple users on the same session. If any of you guys feel like taking a shot at it, I would love to discuss it here. ;) Share this post Link to post Share on other sites