-
Content Count
3157 -
Joined
-
Last visited
Everything posted by joe_mcentire
-
imho nobody "really" expects anything of that kind anymore. this ship has sailed long time ago. Why not post snippets and little teasers, as simple as a screenshot of an object/area/mechanic or whatever from time to time here and there to a blog or forums? (trello worked wonderfully in that regard) no announcements in advance, no premature commitments. people would honestly appreciate and value that more from my experience. But whatever your decisions: BE TRANSPARENT and COMMUNICATE. Don't go silent. Addressing the change in melee and the subsequent reversal was e.g. a good interaction and communication with and to the community - a first - in a long time.
-
today i checked my feature request list on the feedback tracker which is sitting there since 2013
joe_mcentire posted a topic in General Discussion
many moons ago i started my personal smaller features list and placed it on the feedback tracker. Over the years i made some updates and today i took once again a good look on it and it is really interesting how you can see what wasn't there back then what changed since then, and how feedback in form of feature requests in the feedback-tracker might be looked at and find its way into the game eventually. It's really interesting for me to see, that's why i thought I'd share the list with you :D. some things on it are ridiculous though... here's the full list (so far): -
feedback to the focused feedback would be interesting
-
Internal testing of the new content update 08/08/2018
joe_mcentire replied to ImpulZ's topic in News & Announcements
sounds as if a game with sw like BE has to somehow have mechanisms in place to counteract the black box behavior that is BE in the context of the game. Not sure if it is actually more a white box to developer studios. -
yeah need to warm this topic up again. the latest shown gifs/videos in their experimental update show how much these puppet faces may distract from a proper interaction with another char. it sure destroys the immertion quite a bit. Here the Feature Request in the Feedback tracker. https://dayz.com/assets/video/inventory.mp4 https://dayz.com/assets/video/gestures.mp4 https://dayz.com/assets/video/eating.mp4 https://dayz.com/assets/video/drinking.mp4 https://dayz.com/assets/video/blocks.mp4
-
Status Report - 27 February 2018
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
since you're posting here. thanks for the very interesting interview you gave recently. also thanks for implementing a football stadium in elektro and red-light district in cherno, much appreciated :P but on a very different note... i recently thought - again - about the addition of small environmental objects such as bee or wasp hives, anthills, molehills or cobwebs. all small additions that could enhance not only the general environment but also the objects to be used to add more variety in how to portray the abondenment of societies in villages and towns. just food for thought. -
@Baty Alquawen any new additions going to end up on trello?
-
Status Report - 26 September 2017
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
Shirley, you can't be serious. I very much agree that it's easy to get used to and rely on it but i do not think that it is a requirement. there can be other ways i strongly believe. How about an automatically initated dynamic zoom for when you stop, stand still and stare into the distance for x seconds. This triggers your dynamic zoom mode and you can carefully watch with enhanced vision, a movement or a cooldown after y seconds (decreasing focus) and you are out, the view goes back to normal...? It makes sense to somehow reward the use of ingame objects like binos -
Status Report - 26 September 2017
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
Man... the wait is really gruesome and i really never ever want to see a game so long in early access, but your engine has really come a long way. i am not sure if i speak for many but i think this is very relieving footage for anyone (still or again) interested in this game. Was one of the people opposed to the magnifying eye since i can think of and somewhat still are, i also expect to see some sort of soft trade-off for the people in favor of that feature to be implemented. So here a simple proposal just off the top of my head: Remove the dynamic zoom BUT use spots or dashes (in various degrees of e.g. opacitiy) to indicate moving objects in the distance which might be only revealed with the dynamic zoom feature otherwise....but might be too complicated for what it actually adds to the table. :D -
!!! can please - for the love of god - someone post pictures. is this what i think it means?!
-
@Sumrak you speak in your Q&A about how shuffled interiors or more variety in interiors were an option. Has there already gone some work into that concept? It sounds to be a quite reasonable idea with (hopefully) minimized effort. I do also think about two concrete examples which were shown to us over the last years: procedural color changes and small object interaction So i guess both mechanics could also be applied to buildings and their interiors?
-
interesting. so can we also expect harvesters then :P? On a different note: the overhaul has blown more then some fresh air into chernarus but what is still missing is that: https://forums.bistudio.com/forums/topic/141790-midrange-terrain-texture-replacement/ would also endorse the recent discussion about that at reddit https://www.reddit.com/r/dayz/comments/6efk3u/dayz_needs_this_midrange_terrain_texture/
-
have to agree with@OliverPlotTwist here. it's a bit like seeing someone playing PokemonGo. players become literal zombies when they scavenge with their inventories open. It's really just an exploit due to the fact that the game has up to now a somewhat broken loot-spawn system. loot spawns in objects or under them and in all kind of places. In a way you are forced to do the ol' 'ventory scavengeroo at times. @OneStep what you also have to consider is the fact that you make a mockery out of the night and dark lighting in general. You can and will simply cheat away this impairment by using the inventory all the way. Have you ever seen someone take out a torch or chemlight and crouch to look for loot under a table or chair during night? Me neither... I think the whole idea of this implementation IS to get a way from as @PeterNespesny said a "pixel-hunt" for loot. It makes life so much easier. it also adds a natural sense of peripheral awareness which was - before VR - not really possible to adequately reproduce in games. think about that scenario in real life: do you go to a door and have to look and focus precisely on the door handle in order to get that thing open? no, your peripheral awareness tells you where to place your hand. You might need a quick look to analyze the type of door handle to figure out if you have to turn a knob or push a handle. Now look at the gif below That's exactly what i just described above: look at the handle (more or less) and then "peripheral awareness" sets in; you can move your cursor some way off the handle into the door and still open it. imo it makes sense in both ways: take away a certain clunkiness and enable ease of use and enable a sense of realism by adding a certain amount of peripheral awareness. cheers
-
To all of these some input from my pov: @PeterNespesny the current implementation seems to be as - if not even more - immersion breaking as a "simple" highlighting contour. One idea could be something like your implementation but only just appearing briefly and then quickly fading away into obscurity. the best thing to describe it maybe is something as you saw in Heavy Rain: Of course not so pronounced, and far more subtle. The notification could then look more like a thought or an impulse to trigger further action of the player character. In addition I would keep the notifications on a somewhat basic level; where it is reasonable: "ammo", "firearm", "weapon", "fruit", "food"... for most items. In any case, this addition will ease alot of pain in many scenarios such as opening and closeing doors while in a hurry... @Sumrak you speak of increased detail and new vegetation. quick question there: does this also include smaller props similar to - let's say - fungi? from the top of my head: hornet's/wasp's nests, anthills, scalable cobwebs even..? @Andrej i would really consider to give zeds a real human feel. heavy breathing, unintelligible mumbling and babbling, crazy giggling, sudden clear moments: "Son, is that you?!", crying and moaning in agony, shrieking and screaming from pain and aggression, smooth and rapid transitions into different moods.
-
Q&A with Map Designer Adam Franců
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
O_o it doesn't hurt to dream, does it? -
Q&A with Map Designer Adam Franců
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
Bunkers or even cellars or basic sewers might be possible at some point, considering that VBS2 already had this: -
Q&A with Map Designer Adam Franců
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
really like the idea, of areas with dense, high crops to hide/flee into etc. problem might be how to consider this in the rendering distance -
Q&A with Map Designer Adam Franců
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
hej thanks for the opportunity! Given the time and resources, do you think rivers (moving or running bodies of water) will find their way into the engine, eventually? Given the time and resources, do you think having and creating cave/mining/underground systems will find their way into the engine, eventually? Have you ever thought about randomizing certain places and areas with different sceneries upon one or more server-restarts? Kinda like how cars or helo-crashes spawn but maybe on a bit wider scale? e.g. a certain road passage, once being blocked with fallen trees, then again with a random crash of one or more vehicles, then again spawning with roadworks. or e.g. a church, once locked with dead piles of bodies inside, then again with an abandoned camp, etc. Do you plan to breath more life (pun) into your coastal villages, towns and harbors? They are predestined for all kinds of eerie sceneries but have remained lackluster for the most part so far. Like the small "fisher village" of Skalisty Island? Aren't we supposed to smell the fish there when walking between its shacks and cottages? I'd think about all kinds of stuff, such as abondoned piers, small fishing boats narrowly strung together, piles of fishing nets... soo much good stuff :) -
Q&A with Lead Animator Viktor Kostik
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
i always thought about a threefold division of the animation-trees for players and also their interaction with the environment: slow/quiet <-> normal <-> hasty/noisy So you offer basically three options to every interaction leading to different reactions and implications of/to the environment/npcs - too simplify it dramatically: one animation but with three different speed-multipliers, say x0.5, x1 and x2 Where would you see ) the feasibility of something like that in regards to the current phase/state of the project and the engine? ) theoretical limitations and downsides? ) practical limitations and downsides? -
Q&A with Lead Animator Viktor Kostik
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
hej, will also take the chance to list some points from the reddit wiki: feel free to share thoughts, feelings, emotions, confirmations (negative or positive ones) and or anecdotes regarding animations concerning... -
Q&A with Lead Animator Viktor Kostik
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
can you take at least some time and read title and op's post (or even the 2nd which is from the person who's going to answer our questions), please? -
Q&A with Lead Animator Viktor Kostik
joe_mcentire replied to Baty Alquawen's topic in News & Announcements
hi and thanks for the opportunity: the world of chernarus becomes more and more detailled and inhabited with wildlife but what still is missing is also an environment that feels alive are we ever going to see static objects getting their generic (or player/npc triggered) animations or animation trees? flags waving and flapping, wind turbines/wheels rotating in the wind with corresponding intensity shrubbery trees moving when npcs and chars stride through them chain-link fences moving when a char hits them etc. generic animations of static objects' getting destroyed (fence --> fence slightly damaged --> fence heavily damaged --> fence destroyed) etc. team/dual animations and animation trees animation can be (conditionally) triggered by one person and a second might be able/needed to accept/decline the animation trigger helping each other over a fence carry person carry heavy loot with another person etc. can you (BI) imagine to provide a very rudimentary animation(-tree) editor at some point down the line, to allow easy access for modders? will doors always just open wide and loot just disappear from the vicinity and appear in our inventory... ...or will we see a hand reaching to a door pushing/pulling or a hand reaching to an item/container and putting it in the backpack? will we at some point have animations to allow the interaction with e.g. this fence (destruction, deconstruction, climbing) cheers -
YOU HAVE NO POWER HERE!
-
this also addressed? also regarding doors cheers
-
a thought recently crossed my mind regarding "gamma level adjustments". idea: dynamically changing rendering-distance (rd) roughly based on non-artificial factors such as time of the day cloudiness and lunar phase. You drastically limit the rd - i.e. for dynamic objects and characters (players, npcs, dynamically spawning loot and player built/set-up constructions) - based on these three variables above. Now you add artificial factors (light sources) into the calculation: lamps fire torches muzzle flash chemlights Depending on the present sources of artificial light and their distance and/or intensity regarding to your character the rd is readjusted dynamically. This means you absolutely need artifical light sources at night or in dark places in order to see loot or other npcs or players possible downsides: engine related and therefore no chance to see that as it's far too much work to change rendering on such a level too taxing on server load guaranteed min. lag between rd-distance switches too high and therefore unacceptable for the game experience how to resolve dark interiors, like basements or rooms w/o windows still an open topic here cheers anyway :D