-
Content Count
630 -
Joined
-
Last visited
Everything posted by Roshi (DayZ)
-
What animations would add depth and immersion to the game?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
While that would be cool I'm not sure it would be worth the workload it would take to implement. -
What animations would add depth and immersion to the game?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Sorry I'm not quite sure what you mean. -
What animations would add depth and immersion to the game?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Exactly. -
I dig the idea of using more animal products for survival although this would require a big reduction in availability of weapons, ammo, high quality clothes and req equipment for it to be worth while crafting make shift weapons and clothing. ..
-
Nice - beans.
-
Yeah this is going nowhere. We've both put our views forward. It is not just staying alive that makes you improve. It's performing the action in question that improves it's performance, not just time spent alive. What you're proposing is Skyrim where you improve in all skills the longer you play regardless of what you do. What I'm proposing is Skyrim without any overt cues about your skills improving. I've said enough I think - I'll let other people have a say.
-
Beans for putting in the extra effort and posting pics.
-
Well sure if you're that obsessive you could do that. Having diminishing returns would limit that though - you get relatively quick improvements (largely because you would start off pretty rubbish) but then further practice accumulates speed (and possibly reduces errors if you could screw up and drop your magazine) more slowly. You'd be less likely to go out of your way to practice for the sake of it as the cost (in terms of boredom and time spent practicing) outweighs the reward (improved speed). You'd then improve more subtly just by staying alive and shooting zombies (and probably other players).
-
Medical system for DayZ Part 2: Emergency care for other players
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Thanks man. -
Really? Why not? The hallmarks of motor skill learning are smoother, more efficient and faster motion (with a lower error rate) as the sequence of movements becomes less under conscious/explicit control and becomes automatic and implicit. Practice and repetition with directed attention are the main reasons that you get better at a given motor task.Think of playing a musical instrument or driving (or of any motor skill for that matter).
-
Medical system for DayZ Part 2: Emergency care for other players
Roshi (DayZ) replied to Roshi (DayZ)'s topic in General Discussion
Appreciated - Thanks! -
What animations would add depth and immersion to the game?
Roshi (DayZ) replied to Roshi (DayZ)'s topic in Suggestions
Thanks for the input, but not quite what I had in mind personally. I feel adding these kinds of animations detract from the whole depth/immersion thing and would make it more like Fable. I was thinking more along the lines of Farcry 2... -
This will only happen in an emergent fashion.
-
can we have a more "savaged" environment (like higher grass, bushes, vegetation in general) and more chaos in the cities?
Roshi (DayZ) replied to daisho's topic in Suggestions
Please prune your epic multi-post. Regarding the OP I'd really like some more overgrowth and rubbish. There is a recent interview with SenChi floating around somewhere - he says he is keen to rework the big cities but l sounds like the priority is to develop big cities in the north. Still loads of development to come. .. -
I had some thoughts about this a while back but didn't post. To 'reward' those who had a real world understanding of how to use firearms (I'm not one of these people) I thought you could have a binding process that you use when you first pick up a new weapon type for your character. I feel this spproach is worthwhile because DayZ (I believe) is about simulating how well you personally would do in the zombie apocalypse This would involve weapon models with subcomponents that could be manipulated in the inventory using the mouse (eg magazine release catch, pulling back the charging handle - forgive me if I have misnamed the different parts). Essentially when you first reload the weapon, you do so manually by manipulating the appropriate weapon components on the model in the inventory and then bind this sequence to the 'R' key. If it is executed in the correct order then it works; if it isn't, it doesn't. The point being that if you don't know how to operate a particular weapon then trial and error is required, or you have to be taught or look it up. An in game book could be useful here. As an optional extra the time it takes you to perform the task could be the time the reload takes when you press the R button. If a 'soft'/implicit skill system is added to the game then repeated reloading could improve your reload speed (rapidly at first and then with diminishing returns). This approach to using complex items could be extended to other items.
-
I would like to suggest more focus on features players actually notice
Roshi (DayZ) replied to alleycat's topic in Suggestions
That is always going to be intrinsic to playing dayz and is part of why it's such an interesting experience. I was talking about this with a friend and he said something like "it's the only game where it's a good session if nothing much happens". The long periods of running around make the action and the close calls much more intense than other games. If you don't like the running around then what is it about DayZ that makes you so keen that you're posting on the forums? I'm not trying to be rude - I'm genuinely curious. -
I'd be happy with some evidence of evil shit having gone on at Green Mountain - bodies hanging from the tower, dried blood everywhere, a ton of expended casings, etc
-
Has been suggested before but it's a good idea
-
Idea: police stations have a locked cage for rifles and other firearms. Secured by padlocks or in-built locks. Can break in - eg with padlock or axe but makes a lot of noise. Or can find key.
-
Under Chuck Norris' beard there is no chin - only another Mosin.On topic - yes definitely predators. Dogs in the towns, bears and wolves in the woods.
-
As the new physics system gets implemented it would be cool if furniture and other objects could be moved and knocked over. Possible gameplay implications: - barricading doors - noise traps if moving around indoors in a rush - eg knocking over a chair or bucket. Would stop Chernarus feeling so static.
-
Role playing - always sexy.
-
They added annexing other countries as a sport at the Sochi Winter Olympics - Russia got the gold...