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HKilf

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About HKilf

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  1. HKilf

    [DAYZ SA] - ultimate Q&A

    To what extent will you be able to affect other players? i.e actions like handcuffing, drugging, trapping... oh, and of course giving backrubs, treating illnesses and bodily seaches :)
  2. HKilf

    PhysX Doors?

    What do you think of some kind of physics implementation like in Amnesia: the dark descent? It is the most immersive door opening experience I've had.
  3. HKilf

    Broken Leg healing [SA]

    Interesting. I think the vault speed should be affected and the success rate should be a bit higher.
  4. Yeah, I think similar content has already been confirmed for SA but I like the way you think Sir. You have my beans. I am a bit worried though that this will encourage sick players to camp more. Like lying ontop of a building with a shitbucket and bottles of water...
  5. HKilf

    Throwing stuff (bricks,bottles,etc)

    After quick search I found these: this, this and this among many others...
  6. HKilf

    add money to the game

    Why not just add some useless items which the players are free to do as they choose with. If they want to trade using it, there is nothing stopping them. Just make sure it doesn't grow on trees AKA easy to aquire.
  7. Why a general health pool? There could be much more immersive and interesting ways for more or less unrelated body functions to impact eachother. I have mentioned this before but a examples are: blood transfusion should NOT compensate for dehydration etc. Protein is not a great source of energy but without protein the body can not function properly to extract energy from other substances, therefore it is essential. IMO having these different 'needs' boil down into affecting the 'BLOOD LEVEL' is primitive and we can do better.
  8. HKilf

    DayZ Devblog 25 Jan 2013

    The mentioned stream now on Youtube.
  9. HKilf

    Most things throwable

    A catching mechanic would be pretty interesting but ofc it seems unreal if it was implemented in that way. If you were able to catch a grenade or something it should be because you were really skillful or lucky (or maybe unlucky depending on the situation). I have no problem with throwing a can of beans to your buddy and not having to throw it down at the ground first.
  10. It seems like some people have thought about this before. I like the idea and OPs example with the alcohol and bandage. I do think this system would increase immersion by a lot, atleast for me... if done correctly. I don't think you should have to trigger the 'treat wound' event followed by a new UI popping up on the screen or something like that. Maybe that's how it has to be done but atleast make it subtle, like the character you're treating lies down or something so that you can inspect them more easily and then just spray disinfectant on them (could miss and hit the ground) etc. Furthermore, this made me think about this system being part of a greater one. Letting someone operate on you means getting into a somewhat vulnerable position, right? What if the surgeon could purposely sever a vain etc? This would add a lot of tension... imagine forcing some pro medical dude to operate on your dying friend with the knowledge that he controls the outcome of your buddy. What I mean is that the same system that handles amputating a sick leg should perhaps also offer the possibility to amputate a healthy leg... yes, I'm a sick bastard. :)
  11. HKilf

    What if we removed the crosshair?

    Argument for/against removal?: I have never fired from the hip IRL but I suspect that the spatial awareness one has of the weapon and one's hands is greater than what can be remade ingame with today's typical input devices. I doubt one is bound to always point the weapon in the same direction as one's chest is facing. I think the crosshair is an option when trying to compensate for this lack of weapon awareness. I do not think it is necessarily the best (or most intuitive) option and it would be interesting to see another. Maybe, instead of having an 'invisible' crosshair (simplification) that bounces around without the player's knowledge, another system could be introduced? When firing from the hip with some sort of rifle, perhaps it would be possible to hold down (or toggle) a button to lock the front of the weapon (thus, for right handed people, locking both the player's left hand and the character's) and then intuitively move the mouse around to simulate the movements of the character's right 'trigger' hand. I guess this could be used to 'aim' from the hip in an immersive way. The only feedback should be the character's sensory input, as in bullets hitting things and making noise and marks, thus making it possible to aim/compensate after seing your bullets miss. This is similar to a 'no-crosshair' design but would address the issue of player influence, basically meaning it would be difficult as fuck to hit something when firing from the hip BUT it would offer some control over the direction of the bullets. A system like this could be difficult to master and perhaps not so rewarding but I think it would be more immersive and more authentic. Example: You fire from the hip and the bullets fly all over the place (how you found so much ammo I do not know). You use the method described above and try to compensate for the massive recoil by twitchy mouse movements. Just to mix it up and make it more immersive; dragging the mouse forward correlates with aiming downwards and vice versa (inverted controls). Note: I am not sure if this would even be possible IRL or if you would break your trigger hand from the recoil and weird angle. I am also not sure if this is a good idea that supports removal of the crosshair or if it is just a stupid/difficult to impement idea that may make us realise the value with crosshairs.
  12. HKilf

    Zero HUD

    The current looting/interaction design would make zero HUD quite frustrating for a lot of people. This could, however, be solved in other ways like your character reaching out with his/her hand or atleast something to indicate that "you may now open this door". Otherwise we'll just spam keys and 'fumble in the dark'.
  13. HKilf

    Skill System in DayZ?

    I agree with Clumzy on the point that tasks in DayZ should be more complex than a click of a button. Also, knowledge about which food is edible and not and the act of cooking your water should really impact the gameplay IMO. It would be sick if many actions were like mini-games (like actually skinning a animal and possibly failing, lighting a fire etc.) but that might be difficult to implement and/or might take a long time. I also have another idea which may not be perfect but it could solve some of the problems mentioned. What if your character was randomized (age, sex, background etc.) and you could spawn with a note or a little picture/item already in your inventory. This note could be a letter from someone you knew, a picture drawn by your toddler or something else personal (something that the character does not share with other people). This would not necessarily affect the gameplay (cosmetics maybe) but could add to a character that is more relatable and it could actually make you feel something when they die... making each death like an end to a journey. You might be able to detect some of these details on another player too. Imagine stumbling upon a body and not only think about the loot, maybe find a teddybear in their hands which was their memory of their kid.
  14. HKilf

    Post Traumatic Stress Disorder

    Ideally, I would like these psychological effects to affect the player (as in the person in front of the screen) instead of the in-game character. It should feel bad shooting random people, but if you're a psycho IRL you shouldn't be forced into having to play in a certain way. Why not just make it a lot more difficult to survive by yourself (realistic) and work towards better immersion? I like the idea of having infected children in-game because, if done correctly, it could bring forth strong emotions when having to kill them. edit: I was sick in bed with the flu a couple of weeks ago and thought about surviving in the DayZ universe in my condition. I then realized how dependent of other people (my family) I am which could be the carrot for forming groups/societies in DayZ SA.
  15. HKilf

    Starting background and history?

    I think the idea sounds fairly nice but IMHO it would need a lot of alterations. I do not think guns at spawn would work. What I would like to see would be subtle details like the type of clothes you spawn with and yes, maybe some hunger etc. But also remember that it should not be too difficult at the beginning because new players must be able to get into the game without bleeding out in 5 minutes.
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