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Reverie

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About Reverie

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  1. Reverie

    Adrenaline meter.

    I'll give my two cents. Adrenaline is indeed a very important part of the human physiology. Although with short-timed effects, it can change almost every physical aspect of those considered in the DayZ standalone. Also Adrenaline and Stamina are two different things, with two different sets of effects on the player, therefore we couldn't simply ignore one because of the other. Stamina determines how much time the player has running before he becomes tired, and will/could depend on your levels of hunger/thirst (the more hungry and thirsty, the less stamina you have). Adrenaline, on the complete opposite spectrum, can make you: - less tired - less hungry - less thirsty - injuries less painful - faster reactions - faster running speed All of that for the first couple minutes when the player is in danger. But on the negative side: - While on the effects of Adrenaline - increased blood loss (due to increased arterial pressure). - After the effects of Adrenaline has passed - more hunger, more thirst, more pain, decreased running speed. Then you ask, how would the game know if the player is in danger? Answer is, it already knows. It is called combat mode, which you only are when you shoot/are shot at, or when you hit/are hit by zombies or humans. All you'd need to do is connect those adrenaline effects with the combat mode. Of course people get used to danger situations after a certain amount of time. That's why I think after your player first appears on the shore, an implicit counter begins, based on the time your character is alive. This counter will decrease the adrenaline effects, depending on the number of times your player has been in dangerous situations. When you die and start over, the counter resets. It's like a new person has reached the coast and is completely oblivious to the dangers that awaits him. That's why he/she is afraid in the beginning. That's why he/she gets to experience the rush of adrenalin in dangerous situations.
  2. Another example: For Valve's new game DOTA 2, they are letting the community create custom Couriers. And it is going well!
  3. I have an idea for Rocket that will probably help him speed things up on the visual side, and also give him some time away from complainers. Why don't you allow members of the community (forums/reddit/twitter) to work on some graphics, like the UI for instance. I'd assume that it's just a semitransparent .png. The forums have already proven their capacity of using photoshop based on the work posted on the "I saw rocket" thread. And I'm pretty sure they would be more than glad to help designing something cool for the UI, the main menu, etc. It's a type of dev-players relation that's always beneficial for the game. It could even be made in sort of a competition way, where everyone have a deadline to post their .pngs on here and/or reddit on a specific topic, and then people vote on the best entry. And it could even be expanded for game assets, like guns, food, etc. Take as example the game Team Fortress 2.... it's almost a decade old, but it is still one of the most played games of steam. A lot of it is due to the community creating content for the game. Players there that know modelling/texturing can make their own custom hats and packs (which are sold, but this wouldn't be the case here). Why can't we help making assets for DayZ SA? With some people busy working on helping making the UI look better, not only there would be less complaining about it not getting better, but people would feel connected to the development. And after the winners are put into the game, people wont' have what to complain. "If you don't like it, you should have tried making it better".
  4. Of course you run across people often enough in a mod where almost all buildings are non-enterable... players have no other option except wander in the open in-between cities, where you have greater chance of being spotted and also spot someone else. With the buildings fully enterable, one could assume that of 100 players, half would be scavenging inside the buildings (and would not get in contact with you), while the other half would be on the move. Which means that on the worst scenario, with 100 players in a map with enterable buildings, you will have the same or less amount of encounters than what you have now in the regular Chernarus.
  5. Well, we already have something similar: http://www.rockpapershotgun.com/2013/05/02/important-news-bees-cast-shadows-in-arma-3/ The same is true for Arma2... I'm always impressed by the insects flying in front of your scope.
  6. I don't know about you guys, but if it was me in a real zombie apocalypse scenario, and I had to hide my loot somewhere and I had a map, I would NEVER write in plain words where the loot location is. Only someone really stupid would do such thing. I wouldn't mark anything in it to be honest, only make mental notes of places of interest. If somehow I HAD to write something important on a map, I would encrypt it with a code that only I could decypher. TBH, while the whole concept of partially destroyed maps that you could write onto, soulds like a cool thing, it would probably only be used by the first-month newbies that don't know the landmarks and road signs. All the players that already play the mod will abandon it in the first week or so.
  7. I'm pretty sure the main inspiration for this ship came from "The Road", as the many other things Rocket said which were inspired.
  8. Reverie

    DayZ Devblog 15th February 2013

    Great, but the thing that amazes me the most, is how Rocket never fails to recognize the work that the rest of his team is also putting in the game, citing names and everything. This is how you know when someone is still humble deep in his heart, besides all the fame, in a world where the majority will use every chance to step on you and make you a ladder for their own success. :thumbsup:
  9. Reverie

    DayZ Devblog 15th February 2013

    Great Q&A, and the screenshots, as always, very beautiful! Regarding the crafting... I'm expecting to see something on the lines of options becoming available as you have the necessary parts. The most recent game I've seen with this system is Teleglitch, where, for example, if you have explosives and nails, you can craft nail ammo (so you don't depend only on real ammo)... Example of this, in about 2 min in:
  10. Reverie

    DayZ Devblog 4th February 2013

    While we wait for the game or more sneak peaks , here are some of the games from which Rocket is being inspired to do the new inventory... X-Com series - UFO DEFENSE (Unknown Enemy) - Thanks Michaelvoodoo25! X-Com series - Terror from the Deep: X-Com series - APOCALIPSE Jagged Alliance Series: Deadly Games Jagged Alliance Series: Back In Action Jagged Alliance Series: Crossfire Jagged Alliance 2 Now question is... which aspects did Rocket implement? What would you like, seeing the images above?
  11. Reverie

    1st v 3dp - zones

    Please don't ignore the main point of my post which is the fact that height view advantage is nothing compared to "around walls" advantage, which will happen in every. single. building. in. standalone.
  12. Reverie

    1st v 3dp - zones

    There are two main complaints regarding 1st and 3rd view, as I could see on the dev topic: 1st person: FOV not high enough to mimic real life 3rd person: gives advantage of seeing around corners/walls etc. Both these problems are NOT solved by your solution. But good try, though. Specially the second problem, with the standalone having all buildings enterable, most of them not on the marked areas. And any building that one player can hide, he would be pissed if another player outside could figure out that he's inside by the use of 3rd person. This could happen literally in any building in the standalone. And the first problem looks like it is being solved already, we saw screenshots of the SA showing a FOV bar. Let's wait and see.
  13. Reverie

    DayZ Devblog 4th February 2013

    S.T.A.L.K.E.R series were exclusively first person (unless you changed some config files, or used some recent mods). And they were great at that. And lets remember that in this game you also: -shoot mutants (kinda like zombies) -shoots humans and have to plan your attack on buildings, on your enemies -walk through vast scenarios day and night -scavenge for loot all of that on first person.
  14. Reverie

    DayZ Devblog 4th February 2013

    I just wanted to know if you were being sincere lol Anyway, I'll respect your opinion from now on and avoid poking you about it. :)
  15. Reverie

    DayZ Devblog 4th February 2013

    Will you be mad at Rocket if he removes 3rd person view?
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