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Everything posted by Roshi (DayZ)
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What animations would add depth and immersion to the game?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
I agree to an extent but as a non-programmer/game-designer I don't know how plausible that is in terms of implementation. -
Running on rough terrain, sprained or broken ankles, boots and making adequate light useful/essential...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Personally I prefer those sorts of things to be hidden and you could make your choice based on what is logical. Even if it's on the wiki, not everyone wants to know what's going on under the hood. Appreciate your input tho. -
Running on rough terrain, sprained or broken ankles, boots and making adequate light useful/essential...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
True but it might also make it harder for people to sneak up on you unseen. If zombies regain their fear value then night time will become a different beast - for the fans of horror more than for those who like to hunt players... I think making use of light sources more essential to all players might even make more players play at night if they know it's harder for bandits to sneak up on them. Again its about trade offs. Tactically speaking you would need to use your flashlight but sparingly - so I'd love to see light source activation by hot key to toggle headlights, weapon lights etc -
Could the devs do a quick topic (and pin it) re: often suggested ideas that will never happen.
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Here's my take on this... http://forums.dayzgame.com/index.php?/topic/163953-could-the-devs-do-a-quick-topic-and-pin-it-re-often-suggested-ideas-that-will-never-happen/ -
Could the devs do a quick topic (and pin it) re: often suggested ideas that will never happen.
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Really? Please provide the link... -
What animations would add depth and immersion to the game?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Would also add: - Taking off backpack to use contents - have the back pack still part of the avatar, but to access (and see) the contents need to either remove and put in front of you, or (for smaller packs) bring it round to the side of you. Also, accessing gear from the backpack should be slower than from pockets, holsters etc, but adding in this type of animation would amend that... -
Should you only have one character per server?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Thanks for this but a few questions/points: Firstly, how would the loot-timer work? I am intrigued by your guarantee - inside knowledge? Also I don't see how loot timers would work for ghosting - are there any other plans that you know of that are aimed at fixing this? So far in this thread, there have been a few replies along the lines of "That's a dumb idea, there are better ways to fix these problems." However, no one seems to offer up any. Secondly, yes alpha, stability testing - I get that. Stability is the major reason for alpha, but this is a bug/unwanted feature and it has not been made clear yet how this will be dealt with. Also this is a suggestions forum and I think it's perfectly valid to shoot-the-shit/brainstorm alternative ways of doing things. While this particular suggestion may not please everyone (although 67% of voters like the idea) others may come up with novel ideas that even the devs haven't considered perhaps (my current favorite for this problem is http://forums.dayzgame.com/index.php?/topic/165355-server-jumping-quick-fix/) that do a better job. So I think these kinds of threads are useful (as long as they are creative and don't just mindlessly repeat the same ideas due to a search-button phobia). Thanks for taking the time to critique - look forward to more... -
I reckon body condition should be linked to long term tracking of nutrition and physical activity.
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I like the idea OP - a more elegant variation on the one server, one character idea I mucked around with (http://forums.dayzgame.com/index.php?/topic/162584-should-you-only-have-one-character-per-server/) - while still an imperfect fix gets around some niggly problems that that idea produced. I'd rather deal with the problems this sort of approach generates than the rampant ghosting and server hopping that the current system has.
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Make It A Serious Survival Sim. + Hate Speech Against slow Zombies + Loot Spawn Positions
Roshi (DayZ) replied to King of kong's topic in Suggestions
Agree with the sentiments OP (but not the crack use - seriously dude it's bad for your teeth). A lot of this shit will be sorted as time goes by. -
Hot keys for flashlights, bipod...
Roshi (DayZ) replied to Roshi (DayZ)'s topic in DayZ Mod Suggestions
Ah well there you go then :) -
Replace written status cues with verbal 'thoughts'
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Yeah this sort of stuff is exploratory - I want to see what other possible ways there are of getting around some of the more fiddly problems in the game (e.g. ghosting, expressing sensations/drive-states in a limited interface). Just because I suggest something, doesn't mean that's the way I think things should go - more testing the possibilities... So happy for critical (but not for uncritical) feedback :) -
Should you only have one character per server?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Could go a few ways: 1) You only have one active character at a time that is limited to one server. Changing servers may prompt you - "If you wish to join this server, your character on another server will die." Or similar. 2) You have the possibility of a few active characters on different servers so people can engage in group play with one character and lone wolf with another. Also gives you a work around if a server is full or down. 3) Unlimited number of players (i.e. you could join any server but each server has a discrete character - i.e. if you've never played on that server before, or you're most recent character on that server has died, then you start at a new spawn). As per the poll. I know it's not perfect - just exploring the possibility as a way of getting around server-hopping to grab loot in military areas or for ghosting to kill other players. -
I'd definitely like to see more variety of abandoned places but not to the extent of crowding the map. You need the big open spaces to make the feature locations more impressive.
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Dreary Environment + More Blood To Stain the Dreary Environment + Some more crap
Roshi (DayZ) replied to King of kong's topic in Suggestions
Like the environment suggestions. A lot of the other things will be fixed as time goes on. -
Given the 'experiments' performed by the Medical Division it would seem that the DayZ ethics committee are pretty slack so I'm sure your study would get the go ahead...
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Yeah they preceded the Suggestions forum so ended up in general because they had no where else to go.
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Medical system for DayZ Part 1 – Self-treatment of wounds:
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
From the CLS manual posted by xRann (http://www.me.ngb.ar...tion_C_ALMS.pdf): "g. If the soldier has suffered an amputation or has serious bleeding from anextremity, direct him to apply the Combat Application Tourniquet from his Improved FirstAid Kit (IFAK) over his uniform and above the wound." (emphasis mine). I'm aware that this doesn't contradict your statement but this is what I was trying to get at - I was thinking of the bandage over the wound (rather than above) to stem bleeding but this sounds good. -
This (or an abbreviated version) should make it in game as a technical manual for field care - copyright infringements aside :) Have moved it up to the bottom of the OP (with credit given)
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I like this idea - adds more variety and atmosphere to the map. As long as Chernarus doesn't get too crowded I think that more 'locations' would be cool.
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Haha thanks mate!
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So moderators... care to lock this thread? Going nowhere pretty fast...
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Thanks for that - much better! Yeah I agree that the balance of simplicity and complexity is very difficult. I like the idea of having the basics simple enough that any player can kinda work it out (e.g. bandaging), but as you deal with more difficult problems (wounds that require more than just a quick bandage), then someone acting as a medic has to do their homework (or know some real world medicine) to make the right decisions.
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Inventory space - same capacity but 4x number of squares
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
So perhaps I was unclear - I'm not proposing that the packing problem be resolved by the computer (which it seems is what you are talking about) - the player manually places items within the inventory as per the current system (i.e. the player deals with the packing problem). The only amendments to the current system are an increase in the number of squares (by subdivision), (manual) rotation of some items to fit into a space of the same area but a different orientation, and (possibly) odd shaped items not having a rectangular or square foot print. Does this affect your response or am I still missing the point as to where the extra computation is coming from? Regarding some objects having an odd-shaped footprint in the inventory, I would be happy if that wasn't included - I can certainly see the aesthetic appeal of limiting the shapes of items to rectangles or squares. To me the logical approach would be sort the big items first, then the medium sized then the small, although I appreciate that this changes when you find new large size items. Inclusion of smaller squares makes sense to me to account for the relative size of small items (as per the can opener in the initial post taking up half the space). It also allows for more flexibility in object size - instead of the small square 'bitten out' as shown in the image in the first post, the ACOG and stock could be limited to three small squares horizontally (rather than the equivalent of 4 in the current system). Commanderbash - As to stacking small items in one (currently sized) square, while I see what you're driving at I'm not sure of the benefits of this for accessibility in comparison to placing them directly into a subdivided square. Appreciate the critical responses. -
Thanks for the considered input - only request is to explain the acronyms on first use (not all of them translate between regions - I'm a Kiwi so we use different acronyms for some things, but also because most (non-medical) readers will be completely lost). Good suggestions - my medical ideas are not comprehensive and mainly focus on wounds/trauma, so many details (e.g. tourniquets) will be missing but great to have these pointed out. Thanks also for the CLS study guide - will have a look when get a chance! EDIT: So far the CLS guide is a good read! Interesting that tension pneumothorax (essentially a one way valve in chest wall due to penetrating trauma that leads to air buildup and compression of the heart and other vital structures - for those who aren't medically inclined) is in there as a reasonably common cause of death (5%) in ground combat fatalities - I had thought about added that into the mix but thought it wouldn't be that relevant. Also interesting: - 95% of fatalities from trauma in the field occur prior to evac to a field hospital. - About 56% unlikely to be fixable in the field (penetrating head trauma and torso trauma unlikely to be surgically fixable) which fits for me with the fact that loads of PvP injuries in DayZ are pretty lethal (e.g. multiple gunshot or axe wounds). Add 10% that are likely surgically fixable, but not in the absence of a surgical setup - i.e. in DayZ.