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WiFiN

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About WiFiN

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    Survivor
  1. WiFiN

    Player Revive idea for standalone.

    Oh come on, it's a game mechanic, it shouldn't be 100% precise. Though they should be sane and interesting to use. I'd say that defibs should be used to stabilize players that went critical (blood to 0, passed out) - that's not dead. So this shoud give his allies several extra minutes to apply bandages, Bloodbags and EPI.
  2. Updated the OP (look for "addendum" and "added" red signs)
  3. WiFiN

    Dayz "Skills"

    There is also another topic with slightly different approach: [For SA] Player diversity and customization through skills
  4. WiFiN

    deanz beanz

  5. Oh... my... god... This is a friggin masterpiece! So you took all the right advises while keeping your style. The result is amazing! It definately needs some explaination, but it looks amazing! Heh, I see now a belt can be an item too. I assume those lines and little squares are meant to be slots, occupied by the bulk of the objects (like hatchet hanging from the belt), but how do these slots work on the shirt and shoes? Also, I see a tac vest on the "checking body" screenshot. Where is the tac vest slot for the player? I'd actually go with 3 layers - body vear (shits\t-shirts,"second skin"), hoodies\coats\jackets for second layer, utility gear (tac vests, armor, bandoliers, maybe mountaineer gear) for the third level. I'm so hoping it will make into the game in such form!
  6. Will the clothes have different slot layouts (i.e. several 2-slot pouches on a jacket instead of just 8 slots defined) as it was mentioned before, or will it be just slot count (clothes vary only in amount of slots, no layout)?
  7. I made an elaborate thread on the topic of melee combat. Feel free to bring it back up to the first page.
  8. WiFiN

    [SA] No snipers, no choppers.

    I'm a little bit late, but... Oh look! Another OP just went full retard! I lost the count how many times people raised this topic. EVERYONE AND THEIR DOG are aware that semi-auto 50 cals are a bit too powerful now yet require no skill to use. WE KNOW, RIGHT? And in every topic there was always a post about making them realistic. What new and unknown did you want to discover by creating this thread? No, seriously. And about the choppers - it was already said that using them will be much harder in the SA. Let alone it wasn't such a huge advantage actually - high chances to crash, requirements for refuel, and a giant fucking dinner bell for bandits, survivors, noobs and zombies alike. It wasn't even easy to shoot someone using the mounted guns (from any safe distance). The only advantage was speed which could help you to cross the the map quickly and that's all. Yet, you keep bitching about those. DayZ community, I am disappoint.
  9. WiFiN

    Tandem Bicycle in DayZ

    Inbefore segways....
  10. WiFiN

    Earning Persistent Gear in SA

    You are in the wrong neighbourhood, kiddo...
  11. It's not the best. It splits the community. Also, most people use third person due to movement clumsiness ArmA 2 sports, head bob that many players are not clever enough to tweak and yeah, exploiters that like to lay on the roof and scan for players without exposing themselves. SA can fix the first two issues, bringing the first two groups back to first person. What do we have left? Nay-sayers stuck in the old ways and exploiters. And to me exploits break immersion and the game itself MUCH more than such miniscule things like narrower FOV (also, there is a ton of games with no TPV and you didn't complan, did you?) or "fog of war"\shading\bluring in third person (which is immersion breaker itself).
  12. Actually it will. People will focus on skills they prefer to use. It doesn't mean they are absolutely self-sufficient with the ones they chose. Let's say you are dedicated medic - you are mastering medical skills and are quite profecient at cooking\brewing. And then you meet another player. As it turns out he's low on blood and has a broken leg in a splint. He also tells you that he's a skilled handcrafter\survivalist. He couldn't fix himself properly so in return for your help he crafts you a cape out of the wolf hide you gave him and fixes broken NV goggles you were already going to throw away.' See? Meeting a player with another set of skills lets you do the things you wouldn't be able to do on your own. Even if you meet someone and it turns out your skills are the same, you are less likely to shoot from that point unless you are a total asshole. It doesn't let people exploit the system, it gives them sort of control over system while they are not using the UI. Also, performing actions should boost the learning rates a bit as it seems logical. The reason for the UI is to let players have the skills they want without spamming some action to get the skill up. Let's say your wet dream about action-based skill growth system comes true. You want to be a skilled technician engineer? Okay, you need to collect 500 tyres and shoot->replace->shoot->replace them on a car to get your skill up. Oh wait! But your medic skill is draining the points you need all the time because you're bandaging yourself frequently! That is the reality of action-based skill system with no UI. Is it subtle? No, because you spend time farming skills instead of scavenging, exploring or fighting. Is it entertaining? No. And what is bad about EVE system since you mentioned it? Boosing skills is crucial for other MMOs (like WOW), but in DayZ YOU should define the skills you want to use, not the other way around.
  13. Seems like you fail to understand the meaning of the word "convenient". Time for a grammar lesson. Let's look at DayZ. Survival in DayZ must be difficult - difficult is good, because players like challenges. Being able to specialize only in a couple of skills instead of being a genious in every way makes the game more difficult, which is good. Inventory in Dayzmod is simple (not difficult) yet inconvenient - which is bad (because no one likes to mess with those bars). That's why dev team decided to rework it for the SA and make it convenient, which is therefore good. Get it now? Having a UI for the skills doesn't make the game easier. Instead it makes it convenient to control. Didn't get it again. As I said in the OP, we should let players concentrate on the game itself instead of browsing the forums for the "imba" build that lets you beat anyone. As I said - if you are against controlling your skills, you can let them grow on their own. What I find bad is micromanaging your actions (do x amount of actions and raise your skill) instead of playing the game the way you like. Well, DUUH! No one gives a flippingshit about anyone else because right now you can do EVERYTHING on your own. Blood transfusion? Easy! Engine change? I got it, boss! Changing main rotor on the helicopter you can't even fly properly? Piece of cake! It will actually help solo-to-solo interactions as instead of shooting eachother they'll start from figuring out what other player can. How do they handle it from that point is up to them. On a side note: find a girlfriend or something, you seem stressed. There are two problems. Minigames are fun but they will require a lot of content to be made by devs. Also, they become boring progressively. Tell me, was it fun hacking (for the 456th time) in Mass Effect after 7 hours of playing? No it wasn't. They have to be either dynamic or various to be interesting - developing these won't be easy. Second and the ultimate problem: involving real world knowledge means, that after some time spent playing, everyone will be able to to perform any action on their own. Thus destroying the purpose of specialization and skills themselves.
  14. Good idea. It might fit well with this one.
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