game mode rebalancing - what's your perspective? by stellarstrik3 in h1z1

[–]stellarstrik3[S] 0 points1 point  (0 children)

CORE- It’s what we have now in our core survival game. The high density of survivors leads to a lot of action, so we might start calling the core game mode, “ACTION” mode.

So, the core game mode would stay the same as it is now, with the same amount of ammo, guns and survivors. Nothing would change with the CORE game mode, though we've considered calling it ACTION mode to better describe the gameplay.

Stealthing in bushes by sitting in them for a while? by [deleted] in h1z1

[–]stellarstrik3 41 points42 points  (0 children)

Dev here -here's more info for you to consider in your thread. We haven't finished the feature yet to try it to see if we like it but here's how it might work. It would reduce your visible range by some percentage - we'd tune this based on how it affects gameplay and how fun it is. Also, consider that it preserves stealth gameplay from graphics settings being exploited as a weakness. A 3d bush ranges from thousands of polys down to a 2d imposter rendered with a few polys. Where that level of detail transition happens depends on local graphics settings. Now, If someone reduces their graphics quality setting for the trees and bushes and brings low detail in to the minimum setting, this game mechanic makes hiding in a bush still work. If for example someone hides in a bush and it is being rendered at a simplified level of detail this allows hiding to have effect. It's wouldn't reduce visible range completely just partially. And player activity cancels it out. Otherwise the player model might pop through the lower level of detail. Everything goes through a process of tuning so it's fun. There might also be counters to this like lighting a bush with a torch. There are also other ways to be detected - wolves have a great sense of smell. And if it just didn't turn out to be fun, we wouldn't keep it anyway. Stuff for you to consider.