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397 ExcellentAbout Roshi (DayZ)
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I'm definitely against an xp system. I think doing activities in a goal-directed fashion should make you better at them (an authentic approach to motor skill learning). Other possible means of deterring a grinding system that don't introduce a game system feel include: 1) Diminishing returns over the long term - early phases of practice get you more returns than later phases - but you still get small gains. Metaphorically picking the low hanging fruit. This means grinding gets less and less rewarding. 2) Periodic diminishing returns - you get benefit from bouts of practice but if you keep plugging away in a single session you get minimal additional gains. 3) Practicing the skill has a cost in terms of resources. I know the devs have said they're against soft skills affecting things like shooting but to me subtle improvements in weapon handling make sense but you'd have to burn through a lot of rounds to get the gains. Make it weapon or weapon class specific. And if ammo is rare you're going to have to decide if practice without a live target is worth it. Also you'd attract attention if you were shooting empty cans of beans. These examples are based on aspects of real-world skill learning. All three could be reasonably implemented in my mind.
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Let's talk about new animations
Roshi (DayZ) replied to Baty Alquawen's topic in News & Announcements
This absolutely. Otherwise all you see is a closed backpack. Makes you think about where you place items - easy access in pockets, vests etc. Also reckon you shouldn't be able to hot key back pack items. That and the previously suggested separate pockets in trousers, vests etc. Would make the whole inventory system that much better... -
Agreed EmuThreat - I'm a long term fan of the hard core approach to DayZ with as few 'game features' as possible but soft skills seemed like an appropriate way to give that specific character purpose beyond their kit but without feeling too much like a barrier between myself and the world. This does seem like a step off the righteous path...
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Huh didn't notice anything about this specially but if that's the case - happy man.
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It would add a lot to the world if the edges of buildings (and other items) lost their unnaturally sharp corners. Given all the other beautiful detailing going into the towns and villages in Chernorus I think this would be worth the effort.
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A doctor's suggestions for DayZ's medical system
Roshi (DayZ) replied to bacter's topic in Suggestions
Ps I take the view that the medical system should be pretty unforgiving. If you know what to do, then it might work. If you don't, you don't fix the patient. If you are doing chest compressions on a penetrating chest wound and they have a tension pneumothorax, they won't get better. You need to whack in a big needle to relieve the trapped air (and then a chest drain which makes this unlikely to be implemented in game). Dayz to me should reward realworld knowledge in all areas, rather than having a character that learns skills. Open to a degree of soft skills to accommodate motor performance learning (even suggested the concept in the forums a couple of years back), but not read a book and then perform type stuff (unless the book is a reference the player actually has to read). That's just my opinion though and I recognise the devs have to please the bulk of their players (by giving them what they want, not what they ask for). -
A doctor's suggestions for DayZ's medical system
Roshi (DayZ) replied to bacter's topic in Suggestions
As another real world doc who sees the potential of this side of dayz, I'm happy to see this discussion re-dredged. I put up a couple of threads earlier in the stand alone development (treating yourself and treating others). I'll try to find the links again and repost here. They even had pictures :) I'd rework some of the ideas I posted then having done some more intensive care/resuscitation work since. I think you could definitely have a basic and more advanced system without resorting to full simulation (although from my perspective that would be pretty badass). Anyway the only suggestion I'd like to contribute here is an IO (intraosseous) set which basically is an alternative to an iv Luer that doesn't require much skill to use. It's essentially a battery powered drill with a needle that you bore into a bone (usually shin but could be elbow or sternum) that gives you quick, reliable iv access. Would be cool kit for a squad medic. Takes a while to get good with IVs, and it's trickier in patients who are hypovolaemic (due to dehydration or haemorrhage say). IO - bang, access. Oh that and a portable ultrasound :) -
Bleeding from zombies too would be great.
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Hi so the idea is to improve lighting so that even during the day, the inside of houses and buildings are appropriately shadowed. With shafts of light from windows and other openings. - this would give additional purpose to light sources such as flashlights, weapon lights. - it would make looting just a little more difficult. Would be great if zombies eventually spawned in buildings too - would add a wee horror element to the game and make looting a slightly more cautious experience. I appreciate that the devs have just been aiming for parity from the renderer/lighting side of the engine and are focusing on other areas such as sound, but I think this would be a nice touch for a bit later in development. Chur, Roshi.
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Yeah but what about changing a magazine 15% faster, or drawing your pistol 15% faster? I'd like to see the occasional fumble mechanic - say when trying to reload, draw a weapon or get an item from your webbing, when lighting a fire with matches, or other meaningful tasks. That adds another non-trivial and non-intrusive way of implementing soft skills - then you have: increasing yield, increasing speed and decreasing fumbles.
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Blood on clothes could be cool too... Happy to hear about improved water :)
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Disclaimer: I realise that a few threads have suggested ideas for the edge of the map, but I think none have really worked out. With vehicles (and aircraft) becoming an increasingly important part of the game, and the tendency for people to park them off map when they log out, then this is probably a good time to renew the discussion. I really want to trawl the community for ideas that the devs can draw from to fix the edge of the map. I'm sure they have already thought (and perhaps argued) about this issue. I think that multiple forms of 'barrier' should be used to preserve the sense of being in a fairly realistic piece of country and prevent jarring encounters with the edge of the world. Previous suggestions that have been posted include - making Chernarus an island, having a range of tall mountains and an invisible barrier around the map. My suggestions (not claiming originality on all of these): - make the edge of the map jagged rather than clean, straight lines. - use a mix of 'barriers' to keep it interesting. - hills, rock-formations, cliffs and sure, even mountains in some areas. - roads leading off-map - blocked by a combination of road blocks, barriers, mines (perhaps with warning signs), rock-falls, etc. - use of radiation (say that in their desperation to stop spread of the virus, governments used nukes or some such) or biological toxicity (as the devs have discussed for the new military area in the north). - for aircraft - this is trickier - perhaps SAM missiles (the lore could be automated SAM launchers essentially left to their own devices) - maybe an audio cue of a missile lock warning might do the trick, followed by a missile strike if people push too far. I imagine that a fringe of low-detail wilderness around the edge of the map would be useful so that people in aircraft don't see an endless sea of surface. - increasingly stormy seas, or sea mines for those trying to leave the map by sea. I'd hope for a boundary that feels like you are both trapped in the play area for the duration, but also are part of a larger world that you just can't access. This would stop metagaming by parking vehicles off map as well as getting rid of the jarring experience of suddenly coming to boundless emptiness. Cheers.
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Really like this set of ideas as a whole and think it would add to the dayz vibe. Nice work on the images. Only thing from your image I'm not big on is ACOG on Mosin. Well done though.
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1) Is Oculus compatibility still a priority? 2) Is improved water (streams, ponds etc) a long-term priority for the new renderer (I know you are aiming for parity in the first instance). Would add a lot to the feel of Chernarus.
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Yeah some more overgrowth would add some good ambience. Nothing too crazy. Although I got to say the map design guys are doing an awesome job. I keep stumbling on little unique features in the middle of nowhere which make the new cherno look pretty damn good