joeyslucky22
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Everything posted by joeyslucky22
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One character name ~ DayZ standalone
joeyslucky22 replied to CerebralZombie (DayZ)'s topic in DayZ Mod Suggestions
Every player has a unique playerID and their past character names are recorded, I believe. Also, think of the flip side. The ability to change your character's name has helped with streamers not wanting to be found easily. Personally, I don't think you should be forced to use the same name for each new character. Quite honestly, when the respawn screen gets a little more "character customization" options, I'd like to see a first name / last name as one of the customization options :) -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Hm. I agree some things you should be able to "hide from prying eyes", but it would be fairly hard to hide bigger items like rifles and tires. Perhaps, when right clicking your clothing or a backpack, there would be an option, something like "keep closed for trade", and anything attached would not be visible to the other player? Just thinking out loud. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
It'll eventually be used to initiate a trade Basically how it'll work is: - You'll drag any items you have on your character into the trade area - Those items will then be highlighted in blue in your gear menu - To allow the other player to grab an item from your person, you'll hit the blue trade button (toggling trade) ... to be honest I haven't given it much thought yet but I'm sure we'll come up with something lol -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Ok... Couldn't wait but here it is anyways. I will update this as I go but here's a really shitty flash version of the interface: http://joeflashedme..../dayzUIas2.html (give it a moment to load, didn't make a proper loader) Press "G" to access the gear menu, open the gear tab and mess around with it. You can press "R" to rotate the knife You can right click and open the backpack Obviously it's buggy as all hell but it's something to fool around with and should provide us all with a little more insight on this concept. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
I disagree. When you need something from your backpack or your pockets, you're not sticking your entire head in. Especially when going through your pockets, you will most likely go by touch, something impossible to do ingame. Keeping your peripheral is absolutely necessary in a game like DayZ and creating a more "authentic" inventory management experience by using clothing as inventory slots, opening/closing a backpack to access it, dragging and dropping items from on the ground to a pocket or pouch, would only add to the immersion of the DayZ experience. To be completely honest, this UI is not nearly as understandable or intuitive and uses far too much screen space. Rightfully so. IF THERE'S A GIANT PILE OF STUFF ON THE GROUND AND YOU'RE JUST LOOKING FOR A SINGLE BULLET YOU'RE GONNA HAVE A BAD TIME. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Yes, that's how it would work. To me, it sounds like you want the current ARMA2 UI, with a timed delay between moving items? Please tell me how you would be struggling with my UI design so that I may improve upon it. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Yup, anywhere you would put your currently equipped backpack, it would save the location. The same would not apply for a backpack on the ground however. Opening an equipped backpack could be done one of two ways: - Dragging an item over the backpack - Right clicking and choosing "open pack" Closing an equipped backpack would work like so: - If the backpack is not moved, dragging an item out of the backpack will close it - If the backpack is moved, closing the pack is done by right clicking and choosing "close pack" or by a button I could put somewhere on it. I've also given some thought to how one should carry large, heavy items like a spare tire / rotor / etc. A backpack could be placed on the shoulder slot and the tire could be worn on the back. putting a spare tire inside a backpack or on the body should not be possible so either this or a 'drag' mechanic could work. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
With the possibility of weight being considered, you could easily carry an axe, crowbar, bat and quiver on your belt, but it most definitely would slow you down. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
More concepts! L0G!N, I took your advice on some of these changes. No gear (besides some clothing, which you should still be able to take off! woo naked party in Cherno) Fucking LOADED Opening the backpack (double click?) Moving the backpack (can be placed anywhere you want it and has a "return" button to put it back in place) Trading stuff (dropping things into the blue area will highlight items in blue. This would really only be for when you and another player are checking eachother's gear? Not totally sure how the trade mechanic would work yet) Thoughts? Questions? -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
some new changes: Checking inventory Opened gear menu Opened backpack Using item hotkeys Small quick tooltips when hovering over items -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
It could very well work the same way as the "on the ground" portion works (dropping item thumbnails into an area, disregarding the amount of spaces it requires) -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
I'm going to have to disagree with you there. I don't see why there needs to be a penalty to a player's peripheral for opening a bag? Isn't the extra click for opening it enough? Another thing, for the amount of items and the size of those items being stored in backpacks, I really don't see a way of showing another player's loot, the items on the ground, the players on-person inventory, and the backpack inventory all on the screen at once without it looking "cluttered" and without using a "scroll-able list" of items as having to go through a list of items is what cripples the current UI. :thumbsup: Thank you, I thought so too! -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Yes, this would be the perfect slot for the czech vest. I made it a fanny pack because... I want my character to store all his grenades in his fanny pack :) -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Unnecessary and would require way too much work. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
In DayZ, I feel it makes the most sense to use as little of the screen as possible for an inventory UI, while still keeping a detailed yet aesthetically pleasing design. You want the player to focus on the equipment, but keep as much of their surroundings as possible still visible in their peripheral. The alice pack has three smaller front pouches. So I broke off three smaller sections to represent them. I'm unfamiliar with the way STALKER does their inventory but the available backpack spaces layout would be unique to each backpack. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
Again, I don't see the problem here? The whole point is to have it "feel" like you're opening and closing a box/bag/backpack and taking an item out of it, to put it on your person or give it away or whatever. While dragging an item from inside your backpack to the outside, the backpack menu would close, showing your current gear, and once you hover back over the backpack (while still holding an item), the backpack menu would open again. Having another box open along side or above/below causes the layout to grow too wide or too tall, something you need to consider as not everyone uses the same in-game resolution. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
It's not actually a button, it's just a tool tip. My thoughts on this were it would show up while dragging an oddly shaped item around, such as a hatchet, so that you could better position the item on your person (see how the hatchet fits on the player's belt in the second image) I'm not sure I see the problem? You could either drag an item into the "on the ground" area (the green box in the center) or outside of the opened backpack (the black area) and place the item on your body that way? Some users have suggested easier ways of identifying people in your party (via armbands). Colored or customized armbands, legbands, etc. would be a great way to help identify other players in your group. -
Inventory UI concept design v2.1 (window based)
joeyslucky22 replied to joeyslucky22's topic in DayZ Mod Suggestions
My honest opinion, his concept is way too simplified and way too similar to how the inventory system currently works (and looks). It's also stretched very wide and not everyone plays games on a widescreen monitor. Maybe if the backpack had to be opened and its menu overlapped? I'm still not sure... To be completely honest, I'm kind of surprised by how many of you found this concept to be completely incomprehensible. I feel it's quite straight forward if you take a moment to really look at it? Not as straight forward as the reddit user's is of course but maybe if you got to actually feel how a UI like this would work, we would all get a better idea of what works and what does not. (myself included) What would happen is that while you're dragging an item across the screen, such as a hatchet, you would be able to rotate and flip its position to have it fit more appropriately on your person. (see how it fits on the player's belt on the 2nd image) I still would very much like to see an inventory system where an object's size, shape, and weight is considered. Also, like Inu mentioned, having different types of clothing provide additional inventory spaces is a more authentic approach to inventory management. I mean, how many cans of beans can you really fit in your plaid shirt and jean pockets? -
Needs more up votes! http://www.reddit.com/r/dayz/comments/yjizv/dayz_concept_art/
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Oculus Rift support for stand alone DayZ
joeyslucky22 replied to soapmak3r's topic in DayZ Mod Suggestions
I would absolutely love to see full support for this (if it actually works like they say it will ;)) -
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Nightmare inducing mad axeman - Scary stuff
joeyslucky22 replied to Optimist (DayZ)'s topic in DayZ Mod Gallery
I broke into tears watching that second video. Seriously one of the funniest / creepiest DayZ moments I've seen yet. -
Obligatory Jeremiah Johnson gif
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Yep, like others have said, if you click "More Reply Options" rather than using the quick reply, you'll have a preview option. But I'll see if we can get a preview on the quick reply option as well :)
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Telepathic groups of survivors
joeyslucky22 replied to _Profile_Shame's topic in DayZ Mod Suggestions
The DayZ world is full of mutes and that's really too bad... Locking the direct chat (and improving its quality) would really help bring some humanity and intense situations to this game. If you're eating/coughing on your mic or playing solo and just don't want to be heard, most all microphones have a mute button. I too would like to see this feature tested in a future release.