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Everything posted by GodOfGrain
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+1
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n1 story!
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The flare was attached to his body, so it went out when he left. He left the game because the fire went out.
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Don't even make third-person an option for DayZ standalone
GodOfGrain replied to Pomegranate's topic in DayZ Mod Suggestions
I never use 3th person even if its enabled. I don't need this magic trick to survive. So many encounters are shaped by the use of 3th person in a negative way. I want to experience a situation with its real tactical implications... 3th makes something different out of it. If people want to use it for travelling, fine. But there needs to be a camera adjustment when prone / next to a wall etc. I have no prob to limit myself to first person only servers, but half of my group prefers 3th enabled... This should have a high priority in the development in my POV. -
DayZ is a Sandbox game. (Or lets say it is supposed to be ;) of course the mod lacks content right now) There will be quite a number of important additions to the game which will give us more options and long term motivation in the standalone. But I think it should not concentrate entirely on things like guns, zombies, ammunition, base building, shooting, killing, looting and dying. There are other things. Beside these core activities I had a lot of fun doing other random stuff, like sitting around with my guys at a campfire and joking around. Greatest example was a very well organized gay disco on the hospital rooftops in Cherno. (Thanks Bernd! :) ) The game should offer more opportunities to realize such stuff. Yea, Zombies, apocalypse, I know, but people would try to bring back some normality, so I think it fits the scenario. Party equipment is already there, that's ok. (Flares, Chems, all that stuff). A 'dance' command is already in the code, give us access to that without hacking. New "leisure-items": A chess board! You can sit down somewhere in Chernarus and play a game of chess as a minigame. You can be killed of course while doing so. Sometimes I would just love to do that kind of stuff, instead of running around, looting, killing. Gituar? Playing cards? CD-player? (Yea that's great. Than you could find CDs with random music on it. Than you trade CDs :D (copyright issues of course ^^ ) ) Other ideas?
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Play that funky music - More leisure options
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
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The ideal DayZ should provide you with the tools to do just that - while maintaing the possibility that an evil soul enters your beauty salon and slays your chinese workforce in a brutal bloodbath.
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i got a gateway error while typing my response to this thread... +1, forum is really slow
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Dynamic system of bandit recognition [#2 - rewritten and refined]
GodOfGrain posted a topic in DayZ Mod Suggestions
Thanks everyone for the discussion and your replies in my previous thread. (http://dayzmod.com/f...it-recognition/) I had some spare time and rewrote my idea to make it more accessible. I have taken the freedom to make a 2nd thread about this, as this might be a possible solution in the future to approach the bandit / survivor topic. TL;DR: This system of dynamic bandit recognition serves three purposes: - Allowing "friendlies" to distinguish between peaceful survivors and bandits - Facilitating friendly interaction between players, as every survivor is now a potential source of information - Achieving this in a semi-realistic, believeable way Bandits are not punished in any artificial way. But as they are "outside of the society", they would lack information about other players. Further more they can be identified as murderers if the other player "has heard about them". (/ no real changes to bandit gameplay) QQQ It would be great if someone with some database skills could give an estimation if this system is possible. It requires lot of data storage. QQQ Introduction: The system of dynamic bandit recognition. The current system of bandit recognition is ... hmm quite a lot, but certainly not good. I guess we all know the discussions about it. To cite rocket from my memory: "The current bandit skin system is not what DayZ deserves" Why do we have bandit skins right now? Why have they been reintroduced? They are necessary for DayZ gameplay. Bandits shall not be punished, all right, got that. But we want a game where both play styles are viable. There are no bandits without survivors. Survivors need to know theirkind. They need some information to judge who might be trustworthy. In the standalone you might be able to identify specific players by their clothing. Great future when running around in a group, but this doesn't help in this case. (Even if you restrict yourself to a single server, the player base is just to huge / possibility of skin change) The Aims of this system: - This system tries to overcome the known issues of the bandit skin and underlying mechanic. - It further introduces a solid reason to take the risk and meet an unkown person. (To gain information) - Achieving this in a semi-realistic way - Without arbitratily punishing the bandit-playstyle. The core idea: Instead of the previous simple mechanic (you kill 3 people = bandit skin) we put in something more complex. Information about others would be player-specific. Player A knows something about Player B. This information is allowed to spread dynamically throughout the DayZ player base. Information is spread by communication: Two people or a group could sit together and share their information. Practically speaking there would be a context menue allowing to "invite to join fireplace / take a drink". Recognition points The transmitted information would be the so called "recognition points". They range from 0-500 0 = no negative information about this player 100 = I know this is a criminal > 100 = "Storage for negative points up to a maximum of 500" No witness - No crime If a murder takes place and noone is around, no information is stored. Information is stored IF: A wounded player survives OR a 3th player is in the vicinity and observes the crime [A group-future would be necessary, otherwise your group members would identifiy you as a murder] The victim / observer have to be close to the attacker (during or minutes after the shot has been fired). For gameplay reasons I'd say about 40-60 metres max distance. An example A player (A) gets hurt in CQ by someone and survives. As he has seen his attacker himself he would gain ~ 80 recognition points. The next time he meets him the game would provide him an indication that this player is very dangerous. After some time the player meets a couple of friends (C and D). The 80 recognition points [RP] have been reduced by 10% by then, as his attacker has played for 8 hours since the incident --> 72 RP The systems will reduce the amount of RP transmitted by a suitable percentage (as it is only a verbal description of the attacker). Therefore his two friends (C and D) would gain an RP value of 65 about player B. If they hear from player B again, this would add up to this RP. RP always reduce with the time the attacker has played since then. The indicator: I'd imagine something like the heartbeat system to be useful. For gameplay reasons it should work at quite a large range. 60 meters? Summary: Some weeks and months after this systems has been introduced there would be huge amounts of information transmitted every time players exchange information. An active DayZ player would have informations about thousands of players - concentrated around those servers / regions / timezones he is used to play. An active player who uses the opportunity to exchange himself with other survivors would receive a relatively accurate assessment whether another player is dangerous or not. He still would need to get relatively close. And often he would have no information, so he will always be in the unknown about the true history of the other. This system is complex, hell yes. Perhaps one IT guy will come by and tell me: "Hey dude, absoluetly not possible from a technical perspective". If it could be done, would it be worth the effort? Possibly yes. First of all it is a system which allows to differentiate between friendly and bandit in a relativley realistic and believable way. It would facilitate and give reason to meet unknown people. It would not enforce a certain playstyle; although it would reward "social" people in a realistic way. And it could be worth the effort because other gameplay mechanics could be attached to this. Think about all thosse medics out there. Perhaps you could give other guys "positive recognition points" as well. [...without the possibility of abuse !?] Then the game would provide you with the information: "I might have heard form this guy, good one" Congratulations! You survived the wall of the text. What do you think? Technically possible? Worth the effort? Ideas what other gameplay mechanics could be attached to this system? -
Dynamic system of bandit recognition [#2 - rewritten and refined]
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
Sorry, I don't get it. Yea, there is this guy with the green hat, but chances are good you will never play on the same server again. Player custimization will have no effect in this matter. -
Dynamic system of bandit recognition [#2 - rewritten and refined]
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
There are 1,000,000 DayZ Player. How could you recognize someone through their name / specific clothing? -
Dynamic system of bandit recognition [#2 - rewritten and refined]
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
What you point out is true: This system does only work if information about others remains valid beyond their death. That's how it works right now as well. For me it would be acceptable. Beyond that there are two possiblities: Player's retain their accumulated information about others when they respawn; or it is lost. I think both ways are possible. Losing information on death is good for immersion, but as a consequence the time information is stored would need to be longer. Otherwise there would be insufficient amounts of information floating around. I personally would prefer that you keep your information beyond your death. Then recognition points about other players can be reduced quicker over time. This would allow to change a playstyle from bandit to survivor more easily. -
Dynamic system of bandit recognition [#2 - rewritten and refined]
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
As I understand DayZ both the survivor and the bandit playsytle should be viable. To facilitate social interaction a survivor needs the possibility to judge an unkown player. Otherwise the strategy KOS will remain the most efficient option. Currently we have a very simple system... 2,3 kills, irrespective of the circumstances, and you are marked as bandit for everyone. The way you are marked (headscarf) is strange as well. This wouldn't happen with the proposed system. Yes, the news about a single kill might spread a bit around the player base... but 99% of the other player would have no information about this. On the other hand, if you PvP all day all year, information about your behaviour will be well-known. Most friendlies who have talked to some people will perceive you as a bandit. And I think that is quite realistic, simulating that people are talking about your appearance... in which area you are around ... -
Dynamic system of bandit recognition [#2 - rewritten and refined]
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
1. This system could work in both ways: You loose all information once your character dies, or not. 2. You are playing on servern with name tags? ( :D ) 3. And why exactly should it flag both players as bandits? By the way, the current system is notorious for marking players as bandits who acted in self-defense. 4. Possibly true. Still waiting for an estimation of someone who has proper knowledge in this area This is a good feature, but does not help in any way to differentiate bandits and survivors. -
*EDIT* THANKS FOR YOUR REPLIES! This post below was written in a bit of a hurry. As this idea might have potential I rewrote this concept and published it in the following thread: http://dayzmod.com/forum/index.php?/topic/111827-dynamic-system-of-bandit-recognition-2-rewritten-and-refined/ ////////////////////////////// PART I: The Witness Player A damages player B, player B survives. If player B was within 50 meters [?] to the attacker he'll recognize this player in future encounters. This specific player B will be able to identify this specific player A. As player B has seen his attacker himself, he will get a clear indication next time. [indicator like the hearbeat system, but more efficient in its use.] --> For player B player A has like "70 out of 100 recognition points", resulting in a strong negative indication when looking at this player within a certain distance. "Recogition points" reduce over time. [E.g. divided by the time played by Player A since the incident ] Number of recognition points increases accordingly to the distance between the player after the shot has hit. [The closer you have been, the better, max range 70 m] If player C is in the vicinity, he'll gain the same information. If there are no witnesses to a crime, or all are eliminated: No information flow. PART II: Social Interaction If some people are at the same location for a certain period of time they can share this information. Maybe there would be a contextual option to ... "Invite for a drink and sit down"; "Share fire place" etc. Informations gets passed to all participating players. Number of recogintion points transferred is reduced by 0.9 (?) for every... i heard from a friend from a friend from a friend...) [/idea: Introduce cameras... If you manage to get a close up picture you can spread the info on murders] Part III: Effect It is a dynamic system similar to deseases. You just don't spread illness but information. If you play on a handful of servers your information about its population will be better. But alltogether this information potentially spreads over the whole DayZ universe. Instead of a crappy bandit skin you get another visual indicator based on your specific information on specific individuals. To obtain this vital information, you have to meet other people peacefully to share information. [That's an automated process, initiated by an "share campfire" button"] This system is very variable to match the designers needs. You can change how fast it spreads, at which rate these "recoginition points" degenerate... Indicator: Perhaps 3 levels: "Slightly bad feeling": Perhaps you heard from a friend of a friend about this guy [15-30 points] "Something aint right": First hand description or several indirect ones "This guy is a killor": You have seen him killing yourself or have notice about multiple incidents form other people Indicator should not help you to spot him, but if you have him in your view it should be easy to tell. I would even go so far to give this indication from quite some distance for game play reasons. After a couple of months there could be a solid information base about players behavior. Peaceful survivors would be able to share this information and trust each other. [And trust each other to share information] Notorious killers would be easily recognised as such and have no access to this information.
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SOLUTION! Dynamic system of "bandit" recognition
GodOfGrain replied to GodOfGrain's topic in DayZ Mod Suggestions
Hey you haven|t read it :D Noone can read a wall of text so quickly -
Please give me feedback on my DayZ in real life script!
GodOfGrain replied to DannyFilming's topic in DayZ Mod General Discussion
good read. The scene where he watched this survivor on the dearstand... Overall good, but I didn't like that something was approaching him from behind. just too much Just concentrate on your character watching the survivor / the horror and maybe expand on that. (Idea: Survivor on the dearstand, gets surrounded, tries to defend from top... shooting franatically... seems to be doomed... shots from afar lets zombies heads explode... survivor escapes, running into the woods - leaving his weapon behind Your character keeps sitting there... watching ... nervous, in fear of this misterious sniper its getting dark :D multiple cuts He finally goes out to get the weapon. Its covered in blood, he takes it. One zombies is still half-alive, he stabs it. End of scene Something like that :D -
What if you only had one life in DayZ.
GodOfGrain replied to Darky1307's topic in DayZ Mod General Discussion
yea that would only work if introduced as an addition to regular servers like I suggested -
What if you only had one life in DayZ.
GodOfGrain replied to Darky1307's topic in DayZ Mod General Discussion
Actually I think this has indeed some potential. Think of Diablo ... you have normal game and hardcore mode. Perhaps we can have something similar in DayZ? For instance the DayZ Team sponsors ~ 5 servers running DayZ Hardcore on a seperated hive. (on expert settings of course! :) ) Players have only one life on these servers. If you die you have to wait till the next round starts beginning of each month. It is not a complete reset - players who have survived that long will still exist. But once a month there will be this big influx of new players. DayZ team would monitor the activity on the hardcore servers and close down some of them over the month - forcing people to play on full servers. An option of buying a new life for 3 to 5 bucks could be added, but I am not sure I'd like that. Could be an alternate payment concept though. The implications for gameplay would be amazing :) It would allow for long-term motivation among DayZ veterans, giving us the same feeling again of the early DayZ days. It would also be a great PR for DayZ! What do you think? -
Wanted: room mates for flat share in Cherno. Must be fabulous.
GodOfGrain replied to Bernd (DayZ)'s topic in DayZ Mod General Discussion
:D was a great party -
Wanted: room mates for flat share in Cherno. Must be fabulous.
GodOfGrain replied to Bernd (DayZ)'s topic in DayZ Mod General Discussion
Yo we will come :D -
Personally I'd love a huge weapon variety. There is one major reason I can think of why they are not implemented (yet): Ammunition. If you have 200 weapons with 80 different types of ammunition... It will take quite some time until you find the correct rounds! This is at least an balancing issue. I am quite sure there are ways around this problem, but it makes implementing more guns more difficult. --> As "more guns" is not high priority, let's do it later.
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Remove the Murder/Bandit Kill count
GodOfGrain replied to Jackftw's topic in DayZ Mod General Discussion
lol, behave yourself! -
Fly CSS: Chernarus Shuttle Service
GodOfGrain replied to GodOfGrain's topic in DayZ Mod General Discussion
Thank you! :) -
Clavicula_nox explains the world.