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Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
kakarotto replied to DZR_Mikhail's topic in DayZ Mod Suggestions
This is a good and well thought out idea, and I especially like that you made a video for it. I like it, but I'm not sure I agree 100% with every point. I guess someone basically brought this up above, but I'll post it anyway: I think that this feature could work for DayZ only if it's combined with a feature that hides your name until it intentionally is given to a player. You should not be able to scan nearby bushes with your cursor looking for name-tags of players you have not "met". You should need to meet, be introduced, or be told about that player first. The most basic form of this would be looking at another player from a short distance and "telling them your name" via a command. This will then enable name-tags with that specific player. And there should also be a method to identify a player via a third party, working similarly to telling a player your name, but only with a name of another player you have met. But I really think the name should remain invisible until then, regardless of what they are wearing. That's how I would like to see it modified if Rocket considered implimenting it. If you don't know his name, you will have to identify him the old-fashion way. Since you can only see names within close range under your system anyways, if he doesn't give you his name under this proposed modification, then he is most likely not-friendly. You will still be able to distinguish between him and your nearby allies, because they will have already given you their names. A player's infamy can still spread if third parties spread his name, starting with someone who has met him. If he is some mass-murderer who covers his face, then automatically seeing his name-tag is irrelevent anyways under your system because his name would be hidden anyways. I also don't think that the bandit skin mechanic should be removed, at least unless it's replaced with something. There needs to be something in place to make players prefer not to immediately kill everyone they see, as it would be in real life. In fact the mechanics in place right now aren't even enough, as 95% of players mindlessly shoot even unarmed players as soon as they see them, just for fun. Player interaction and other acts of banditry (robbery, carjacking, etc) needs to be promoted, all that happens now is instant murder. If players aren't given a reason to consider not shooting someone, they will continue to play like it's deathmatch. That's just my take on all this. -
DayZ Base Building, 600+ Vehicles US023 Lingor Server
kakarotto replied to Daimyo21 (DayZ)'s topic in Mod Servers & Private Hives
This is great news, I really hope you guys are successful! I also love your committment to a public release, if this works well this could be one of the biggest steps forward of all time for the community development of DayZ mod. I have not watched the entirety of your video yet but will do so when I have more time. I'm sure you are aware/have plans for these, but I wanted to raise some points: Is it possible to add more varied and appropriate types of building materials for construction without requiring addons? And is it possible to require more materials to build the really large objects/bases than one player can carry? It should be more, or basically require more than one person to do so efficiently, however that would work. Maybe the really big structures could only be built from trucks loaded with enough materials? Or maybe materials could somehow be combined into stacks or super-materials? Not sure about this. Also it would be awesome if we could construct enterable homes, and constructable chests/containers with storage options would be amazing (possible?). A lot of us would love to build a cabin in the woods. But here's the most important thing: You will probably need to impose some kind of upper limit on construction other than timed removal. Try to push it to the maximum, but the game and the server will have its own limit, and then major issues will arise as more and more is built. Rocket has even noted this several times as one of the reasons why they are apparantly not persuing above ground construction. It's not just the server and performance strain either, IIRC they can also lead to rendering problems like the infamous graphical glitches. I believe construction is the future of DayZ, so I hope this does not happen, but I think it may be a big challenge. Maybe you can tie the object constructed to the player, and give that player a decent but ultimately limited number of objects he can build (if possible separated into types), before he would have to dismantle previous objects in order to build more. This would reduce performance strain as well as increase the teamwork required for major base building. Again, sorry if you addressed these things and they are settled, I will watch the entire video soon and edit my post if necessary. Just keep up the great work. I'm very excited :) -
You want some more progress screenshots of DayZ Standalone?
kakarotto replied to rocket's topic in Mod Announcements & Info
I'd love to see something like this. We've known it was going to be using a modified version of the Arma2/TakeOnHelicopters engine, and that it would use an expanded version of the Chernarus map, for a long time now. There will be some engine improvements, especially in regards to animations, but that's not what these screenshots are about. If/when they make a new map, that will feel different. And hopefully sometime down the road they can make some adjustments to the lighting system if possible. Remember that standalone has only been in full development for several months, you guys shouldn't expect a brand new game from that, any disappointment is entirely your own doing. -
Who would like to see the map Chernobyl, Ukraine on DayZ?
kakarotto replied to jamestrendall's topic in DayZ Mod Suggestions
Chernobyl is definitely an interesting area with a lot of folklore to it, STALKER has shown that. But it takes a LOT of time and effort to create a quality map in the Arma engine. There is no shortage of good map ideas, just people who can make them. I would rather see devs/modders work on something other than another provincial Soviet area. Chernobyl/Pripyat was a model new Soviet town, and by design looks little different from any other small sized new Soviet city. Chernarus could be more easily expanded to look somewhat similar, by adding more and larger buildings, apartments, schools, a power plant, etc. Things Chernarus should have already, that would give it the Soviet/Chernobyl look. But I wouldn't want to see anyone spend their limited time and resources developing a brand new map that would just consist of a NPP surrounded by a bunch of commieblocks. I would much rather see a large city with tall enterable buildings, or a Western/American suburban area. And I'm saying this as someone who's a bit of a Russophile. That said, while you probably won't get an official Chernobyl map, we will be getting a community map similar to Chernobyl soon anyways called "Namalsk". Keep an eye out for that one, I hear great things about it. -
You want some more progress screenshots of DayZ Standalone?
kakarotto replied to rocket's topic in Mod Announcements & Info
Looks really great Rocket, I honestly can't wait. Thanks for continuing the stream of updates, it really helps to keep people excited, which is good for the game as well as us players. Also, your mentioning of Police cars reminded me of something I've long thought DayZ needs: Police stations. They are one of the focus points of a zombie apocalypse scenario as the place to get decent guns. I think police weapons should have a bigger role in DayZ and offset military weapons a bit. I know it's a lot of work to create a new building from scratch and add it to the map, but they don't have to be too elaborate (you could even just edit an existing building) and would be a huge addition. Just reuse the model and appropriately place like 3 accross the map. Just having an armory with police weapons (obviously not fully stocked, but the options are: pistols, shotguns, sub-machine guns, AKS-74U maybe) would be great. When clothing is added, it would also be cool if you could loot a Police uniform from the locker room, it could open up some more RP possibilities. -
New Standalone Screenshots released
kakarotto replied to mattlightfoot's topic in Mod Announcements & Info
I think it looks excellent, and I'm excited to see the increased focus on indoor settings for DayZ. Hopefully indoor gameplay will also progress nicely as well. I would also like to remind people that traditional Russian/East Slavic architecture tends to be very colorful and ornate, especially in more established towns and villages. Not everything is gray Soviet commieblocks or brown-gray village houses over there. I think things look accurate enough (it doesn't have to be exact) for an ex-Russian province. I would also like to agree with the idea that houses and other buildings should have "containers" (cabinets, drawers, lockers, etc) in them that contain loot. Sort of, but not exactly. While the location draws a lot of its geography and features from the Czech Republic, Chernarus is not really supposed to be like the Czech Republic, which is a West Slavic, Central European nation with heavy German influence. Chernarus is a "Rus" nation, like the real states of Russia, Belarus, and Ukraine (Rusyns). "Chernarus" means "Black Rus" in Russian, as "Belarus" means "White Rus". Unlike the Czech Republic, Chernarus is supposed to be an East Slavic, Russian speaking, Eastern Orthodox, ex-Soviet state in the past and current Russian sphere of control/influence. The way Chernarus is portrayed in the game, it's a lot like a part of southern Ukraine on the Black Sea, part of the former "Novorossiya" ("New Russia") region which in real life is still entrenched in the Russian language and heritage despite now being part of independent Ukraine. So my point is; they are supposed to be recreating Russian/Rus/Soviet architecture, not Czech architecture. And from what we have seen so far, they are doing a pretty good job. -
Consolidated Weapons/Equipment suggestions
kakarotto replied to rocket's topic in Mod Announcements & Info
I guess I'll post some of my suggestions here too, some goofballs downvoted it on Reddit so nobody will ever see it there ( http://www.reddit.co...ndalone/c6iqwko ). Anyways: Weapons should be separated into 3 categories: Civilian, Police, and Military, and should spawn at their appropriate places. It would be awesome if you could add police stations to raid in Chernarus Plus. Military weapons should rarely spawn inside cities, Civilian and Police weapons need to become a much bigger part of the game. Especially pistols and shotguns, those should become the "bread and butter" of the gameplay for most players, and should be viable and enjoyable to play with (btw the 870 w/ flashlight model currently looks "off" in 1st person). Military service rifles should be rare and difficult to obtain (if zombies over-ran the military areas in such large numbers, they should spawn around most of the the guns, besides actual armories), even more "end-game" oriented and encouraging of group play to obtain than they are now. Civ guns to add: Mosin Nagant (common in both the US and ex-USSR/"Chernarus"), SKS, .357 or .44 revolver, Glock without flashlight. A basic pump action Shotgun should be one of the most common guns in the game. For a future US setting: a semi-auto AR-15 and AKM for rare civ spawns (can use existing models, and civ AKMs exist in Rus as well). Semi-auto AR-15 can be used for a police spawn too. Ex-USSR police often have an AKS-74U around somewhere, but rarely an AK-74 or AKM. Expanded role for melee weapons. You should be able to take down 1 zombie easily with a decent melee weapon (a mindless person against a guy with an axe or bat stands little chance) with relatively little risk. More than that, the risk should be far greater. Larger ones should swing at a lower rate than smaller ones. Melee weapons to add: Hammer, baseball bat (very common in ex-USSR for defense), metal pole/rod (find in industrial areas or stores), kitchen knife. No katanas at all, unless they are a semi-gag item and the rarest thing in the game. More variety of common weapons and items in general, for more reasons to explore the thousandth house we've come across after having basic gear. Duct tape and/or rope, for binding players hands and other uses. Fishing gear for fishing in select areas. Potato chips. One idea I've had is junk items like bags or cans that can be used as "noise makers". Basically like a home-made trip "alarm" that make a noise when someone steps on it/trips it, to warn you someone is there. Game coding wise, they would work like a mine or claymore, except make a noise instead of exploding. They can disappear after a set time. I have used similar methods on doorways IRL when faced with potential home invasion, and it would be nice to have when looting buildings in DayZ. Doing this you will have items that add authentic clutter to the game but serve a very useful purpose. Horses. Their impact on the game will be big and add several new dimensions to transportation, survival, and resource management. If modern industrial civilization were to end IRL, horses would become quite important, so they really add to the authenticity as well. Something else to consider is more "containers", similar to how chests and crates work in Skyrim, and how crates and tents already work in the Arma/DayZ engine. This way you can add a lot more loot spawns without having to render them in detail, you just click on the "container" to see what if anything is inside. Examples would be lockers, kitchen cupboards, clothing drawers, medicine and cabinets, etc. Ultimately I would just like raiding a house to be a full and intense experience. Appropriately done indoor zombie spawns should also be a part of that, when zombie behavior is improved. And this is off-topic and much more controversial: I think there also needs to be a more in-depth and influential morality/humanity system. Beyond the most hardcore players, the majority of people playing this will never think of it as anything but just another game. But the game should still strive to be more, to give people that apocalyptic experience. In DayZ, players have no deep reason not to murder someone the second they see them, even those who are not threats, simply because it is a game. Rocket has said he has not played much DayZ on online pubs since the early days, but deathmatching is all that happens now and is deeply entrenched in the playerbase. Robbery/mugging, carjacking and similar expected common events will almost never happen in DayZ beyond some roleplayers, because you just kill the guy and don't feel anything. In real life most people in this scenario, despite being desperate and losing most of their morality, would still not murder every person the second they see them, especially unarmed people. Increasing player dependency as is currently planned by Rocket will not be enough. The un-realistic, immersion breaking, mindless shoot-on-sight behavior by 99% of the current player base should be discouraged, in a "light" and appropriate way. The real-life psychology/morality that would stop most people from automatically shooting all unarmed people on sight in an actual crisis will never exist in-game for most who play, so it must be programmed in in some light form. Ways to do so would require a much bigger discussion. The current bandit system with the mask is great, but isn't quite effective enough. I don't mean friendly behavior should be forced, just thoughtful and cautious behavior. The purpose is to increase authenticity, not make the game world less dangerous.