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Everything posted by joe_mcentire
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Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
That was the impression given to use by DH some months ago: you can add any new property to any new item. i thought it would open doors into possibilites beyond believe tbh. however turned out to be way more restrictive and difficult atm to implement such a system. (see banana in holster e.g) -
different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire posted a topic in Suggestions
Long time ago i made a post on reddit about time: "it's about time" - or why we should give "time" more weight with the idea that the "right" amount of time every action and task may demand could change the whole gameplay. the idea back then was to stop any animation at will so that you would need a dynamic amount of time for every action. (eating fills a %-bar, if you'd stop the animation, the bar would halt at the current level e.g.) /u/rocket2guns responded to this bascially saying: full link here: Rocket comments So basically things that consume a "dynamic" amount of time are (at the moment) too taxing and demanding for the already stressed server. However, i'd like to use this opportunity to make maybe a much easier and straight forward suggestion (hopefully my understanding and assumptions are correct): (at least two or) more different modes for different actions. two or more types which can be used in any given situation, the normal animation: takes a defined amount of time X (as before) and a moderate amount of noise, normal effectivitiy/chance to succeed the slow animation: takes a defined amount of time Y > X and causes a lot less noise. can be used in ambush or general stealth/sneak situations, higher effectivity/chance to succeed the fast animation: takes a defined amount of time Z < X and causes a good deal more noise. can be used in getaway situations or general situations where swift reactions are substantial, lower effectivity/chance to succeed Also for the sake of simplicity we could assume that each action with its set of different speed modes would require the exactly same animation which would only vary in its processing speed. Also an alternative: get rid of e.g. normal and provide just slow (as a default) and fast animation modes. Things to consider: fixed/constant processing-times, no dynamic time - everything fully deterministic, only one animation per action which only varies in its processing speed The idea is to give more freedom to gameplay: do you want to reload your gun cautiously and silently to ambush someone or do you want to just reload as quick as possible to prevail in a standoff situation? Do you want to devour the last pieces of food because you see a torchlight in the distance or did you just hear something in the bushes so better swallow the rest of your meal as silent and careful as possible? to summarize via examples: reloading: slow, silent (stealth) vs fast, noisy (standoff)open cans: slow, silent and leaves you 90% in can vs fast, noisy leaves you 70%picklocking: takes fair amount, with little noise, high chances to be successful vs hasty and tinkling with high chances to be unsuccessful tl;dr: different speed modes with deterministic "exec-times" for different situations with different benefits and drawbacks. fyi: - Rocket -
different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire replied to joe_mcentire's topic in Suggestions
in addition this approach wouldn't even need a new animation-tree for every action, the same animation tree only accelerated/decelerated might to the trick. -
The idea: instead of generating objects with single doors to open/close and "actively" search for loot add just a looting process of/for containers (cupboards, fridges, lockers, etc.) and therefore add these containers into the game world. The action menu shows loot xyz when the cursor would point to such a container. by selecting, a 5s to 10s animation starts that indicates the looting process. Either during the looting process or afterwards "random" loot items are added to the vicinity window of your inventory. You could "save" the actual loot for every examined container. but you still wouldn't have to spawn the loot actually into the game. you would need basically some kind of lookup table in place for every (already, at least once checked) container. that way you would guarantee that loot wouldn't change every single time someone browses through. Cons: of course not that immersivePros: you don't have to actually spawn the loot into the world as long as nobody searches for iteffectively more items available for players but without the corresponding load for the serveradds slower pace to the scavenging aspect of the game, as there is already more a rushing through in the current buildsAny ideas and thoughts? what could be tweaked? why is it a bad idea? am i missing something?
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Do you think Bi will add that little bit extra when dayz is done?
joe_mcentire replied to Sooden's topic in General Discussion
i think they will focus in a DayZ 2.0 and leave the rest for us to create the wildest mods to think of....which is a good thing i would suppose. -
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has anyone infos about how they pulled off rivers in the new VBS 3 engine? pretty damn impressive. i know most likely there has nothing changed regarding the roadmap....but damn rivers, actually a bigger stream running across the map creating some strategic narrows. ah yes at least for DayZ 2.0 that'd be something
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different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire replied to joe_mcentire's topic in Suggestions
Being fast is not always reasonable. Hence i would provide this tradeoff between fast BUT noisy and slow BUT silent. I think every Addition to more depth in gameplay leading to more variety in tactical choices is worth to be thought about -
DayZ Vehicles (first implementation)
joe_mcentire replied to eugenharton's topic in News & Announcements
yay! -
oh i thought you meant this as means to kill deer
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different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire posted a topic in Suggestions
the idea: based on the texture(s) we already have on the ground of our actual location different sounds for our shoes. the idea would now be to have a certain (predefined) chance to gather typical materials or objects from the available textures (ground we stand on) which are as we know e.g. sand, soil, mud, grass, (paved) roads, forest floor, etc. Each ground with its related texture would act as some form of artificial "container" to loot from (in fact not really a container but more a query to the server of some sort i guess, with a simple rng arithmetic (obj_avail yes/no; if (obj_avail == yes) give rand object from lut). loot may be just simple things like cones, smaller stones, dirt, moss, shells, ... (basically the same as the berries which can be picked from certain textured bushes) By using the action menu and a "quickly search for..." or "browse around" option you could initiate e.g. a squating animation along with proper arm movements or the like. (again berry picking as reference) so? what would this mean? if we think a bit further and dream a little bit and imagine that there would be then several new features and mechanics ingame at some point one could think of possible examples such as: emergency situation: you quickly grab a stone and throw it to distract the enemy enemy enters the doorway and there's no way left - you grab a shard of glass from the floor (broken glass textures on floor provided) you collect 10 handfuls of soil to carry it over to your base to grow veggies you collect grass, moss and cones to create your selfmade makeshift camo outfit. you search for bugs and larvas on trunks; in their bark you hopefully get the idea. so what is your opinion and much more what do you think? is this even achievable anyhow on a larger scale than the berry picking mechanic? in a reasonable effort? worth the trouble? what would this mean to additional server-load and FPS? tl;dr extend the berry picking mechanic and apply the same idea behind it on ingame textures (grounds, areas, surfaces, objects) so that they would provide basic resources/material at any given time and in any given situation. edit: edit: examples are examples ONLY to showcase the main idea lying beneath.- 29 replies
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different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
that's actually a decent idea. with that many stonewalls all around cherno, in the middle of fields and elsewhere this would be the pefect place to look for smaller boulders. also dead fireplaces --> pile of ash -> camo, disinfection paste -
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
ah yeah...unfortunately - for me - this suggestion came way before the whole ukraine-russian crisis. so i HIGHLY doubt to see actual CRIMEAN sparkling wine ingame. but why not from another region? steep south facing hills to look for....which brings me to my next suggestion... -
different speed "modes" for our actions: from cautious/slow but silent to fast/hasty but noisy
joe_mcentire replied to joe_mcentire's topic in Suggestions
i have actually bought State of Decay on summer sale but haven't played more than 10 minutes yet. i think with a proper stealth system in place such an addition would be a game-changer -
Right now we can witness the same "natural migration" towards regular servers leaving "hardcore" servers almost empty, scarce or even out of reach due to horrendous ping for us who love to play 1PP only. PLEASE consider an overhaul may it even be simply by using a different nomenclature for both types to "demystify" the hardcore aspect of hardcore servers. many ppl choose "regular" just intuitively and, once used, stick to it. so please consider a better or different at least more distinctive nomenclature or try to set incentives to "lure" more ppl into the 1pp experience. as user RAIGPrime on reddit posted: "... I find it frustrating not having a decent server population (20+) with decent ping (100 or less) for 1PP (I refuse to call it Hardcore) servers and I'm in Canada. Add to this the discouraging fact that the few servers that are available are 24hrDaylight/AllTheLootz/2hr Restart. It's already going the route of the Mod. ..." Thanks also to JStewart for suggesting to post it in here. Ideas?
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different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
Whenever i have a rough day i cling on the idea that "they listen to me"! And "i can poo all by myself" -
.which goes along perfectly with this suggestion: chance to injure your wrists/arms/fists
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Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
you still have the freedom to draw a (reasonable) line. which aspects would enrich the experience, which not so much. I didn't even consider weather or time at this point. -
Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
it's basically the litmus test right there. how much more demanding would it going to be? at what cost? as long as they can manage to pull of some sort of modular system where you can seamlessly add and retract mechanics with their according optimization measures it might be possible to "get the game to run smooth first". however from what i've heard and noticed it doesn't really work like that. you can't optimize (to a point where all is running smoothly) after every single step. it would take them 5+ years instead of 2+ most likely. (in an ideal world however...) -
Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
to put it in Dean's words "Everything can be done, the time given" (analogous). I wouldn't even focus on burning of items for the time being, more on the overall concept. how demanding is it? how much more load on the server does it mean to implement such a basic system? physics-midleware might playing also a big role and such. -
Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
this would be the obvious design decision. i agree. -
Objects and their impact on everything - effects detached from us players
joe_mcentire replied to joe_mcentire's topic in General Discussion
i expect an answer tomorrow by noon! -
different ground textures may act as "containers" for basic materials (aka berry picking mechanic)
joe_mcentire replied to joe_mcentire's topic in Suggestions
i am really sorry to quote myself: both would come in handy now with the recently added features horticulture and ghillie-suit crafting -
I kinda feel that chernarus needs to be "blown up"
joe_mcentire replied to 5mirkeh's topic in Suggestions
all I can say i don't need more "generic" villages with the same 7,8,9 buildings. quality over quantity. litter, dirt, turmoil is all I seek. there is still SO many to do get from Rapture to Apocalypse it's almost a lost cause. -
Player Data on Leg Break Glitch in Buildings.
joe_mcentire replied to Insane Ruffles's topic in General Discussion
i have honestly never experienced such, the same with deadly ladders: never happend to me. it bugs my mind a bit to think that this is a common thing yet i fail to experience this by myself.